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(39) Rama's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

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    Video of My Runtime Key Redbinding Project For you


    This video demonstrates how my Runtime Rebindable Key System does actually have a scrolling feature!

    You can have infinite key bindings in your list!

    I also demonstrate how easy and fast it is to add new keybindings usig Project Settings -> Input!

    And!

    Remember that I am giving you this whole project for your own use!





    Project Link
    https://forums.unrealengine.com/show...l=1#post176136

    Rama
    UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

    ♥ Rama

    Comment


      Two Nodes For You
      For Your Sound Menu


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      Rama
      UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

      ♥ Rama

      Comment


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        New Release!

        Rama' Suite of Custom Config Section BP Nodes!


        Using my new suite of BP nodes, you can create as many of your own custom config file sections as you want!

        You can both create and retrieve ini variables with any name and fundamental type that you want!

        ~~~

        Supported Types:

        Bool
        Int
        Float
        Rotator
        Vector
        Color
        String

        ~~~

        Why Use a Config Var?

        Config vars have several benefits

        1. Persistent data storage without using a SaveGame struct or GameInstance, store simple quantities of data and player customization this way! Data is stored between level loads and even after the current instance of the game is shut down.

        So in this way config vars have greater persistence than the GameInstance class!

        2. Player-Driven Customization, Players of your game can tweak the config vars that you make available for them on their hard disk, by editing the .ini file directly, just like AAA games! This is the most significant advantage of using config files, and their real core purpose.

        3. Simplicity, simpler to use than the BP SaveSystem (which is quite wonderful by the way), but not quite as powerful in that you can only store basic data types, not UObjects and Actors.

        4. Organization, you can create as many config header sections as you want using my nodes, organizing all your custom settings this way!

        ~~~

        Game.ini

        All of your custom created config vars and sections are stored in:

        Saved/Config/Windows/Game.ini

        Players can navigate to this location on their harddrive to edit your ini files just like any AAA game would allow!

        Here's what my Game.ini file looks like after running some tests!

        Code:
        [DebugWindows]
        ConsoleWidth=160
        ConsoleHeight=4000
        ConsoleX=-32000
        ConsoleY=-32000
        
        [/Script/UnrealEd.ProjectPackagingSettings]
        BuildConfiguration=PPBC_Development
        StagingDirectory=(Path="E:/MYPROJECT_DELETE")
        FullRebuild=True
        ForDistribution=False
        UsePakFile=True
        UseOBB_InAPK=False
        CulturesToStage=en
        
        [Victory]
        BoolVar=True
        VectorVar=X=1.000 Y=2.000 Z=9000.123
        StrVar=Yay For Custom Config Vars!!!
        FloatVar=234.000000
        Now you have fully featured ability to use config variables entirely in BP!

        Rama

        PS: Here's example usage!

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        UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

        ♥ Rama

        Comment


          UMG, Get All Widgets Of Class

          Updated!


          I have been using this node all the time in my UMG menus!

          This node will be in a near future engine release! Epic accepted my github pull request!

          You can start playing with it now though, as part of my plugin!


          Now you have an optional bool filter to only return widgets that are at the top level, see Nick Darnell's comment for more information

          ~~~

          My C++ Code For this Node

          Code:
          void UVictoryBPFunctionLibrary::GetAllWidgetsOfClass(UObject* WorldContextObject, TSubclassOf<UUserWidget> WidgetClass, TArray<UUserWidget*>& FoundWidgets,bool TopLevelOnly)
          {
          	//Prevent possibility of an ever-growing array if user uses this in a loop
          	FoundWidgets.Empty();
          	//~~~~~~~~~~~~
          	 
          	if(!WidgetClass) return;
          	if(!WorldContextObject) return;
          	 
          	UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject);
          	if(!World) return;
          	//~~~~~~~~~~~
          	
          	for(TObjectIterator<UUserWidget> Itr; Itr; ++Itr)
          	{
          		if(Itr->GetWorld() != World) continue;
          		//~~~~~~~~~~~~~~~~~~~~~
          		
          		if( ! Itr->IsA(WidgetClass)) continue;
          		//~~~~~~~~~~~~~~~~~~~
          		 
          		//Top Level?
          		if(TopLevelOnly)
          		{
          			//only add top level widgets
          			if(Itr->GetIsVisible())			//IsInViewport in 4.6
          			{
          				FoundWidgets.Add(*Itr);
          			}
          		}
          		else
          		{
          			//add all internal widgets
          			FoundWidgets.Add(*Itr);
          		}
          	}
          }
          ~~~

          Pic

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          Rama
          UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

          ♥ Rama

          Comment


            Featured Node

            Trace for Closest Socket

            Perform a trace against a mesh that will identify the closest socket to the trace hit location on the mesh!

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            UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

            ♥ Rama

            Comment


              Get All Screen Resolutions

              Now works in packaged games!

              You can use this with your UMG menus!

              It gathers data specific to the end user's display adapter, including all available refresh rates

              old but has nice in-game pic
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              actual!
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              UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

              ♥ Rama

              Comment


                Hi Rama,

                Any change your plugin will work with 4.6 (source)?

                Regards,

                Peter

                Comment


                  Sorry to bug you, and thanks for the awesome work!

                  I'm working on a Mac and am getting following error when trying to install the Victory plugin:

                  [msg]
                  The following modules are missing or built with a different engine version:

                  UE4Editor-VictoryEdEngine.dylib
                  UE4Editor-VictoryBPLibrary.dylib

                  Would you like to rebuild them now?
                  [/msg]

                  It does not build if I try to rebuild them...I presume because I'm not using the source code. I downloaded the precompiled plugin.

                  Does this plugin work with Mac? If not, is there a way to compile it so that it would? Or, am I just doing something wrong?

                  Thanks!
                  Byron

                  Comment


                    Originally posted by pwsnow View Post
                    Hi Rama,

                    Any change your plugin will work with 4.6 (source)?

                    Regards,

                    Peter
                    I will upgrade the plugin to 4.6 when it is released!

                    ~~~

                    @pwsnow,

                    I dont have a mac so I cant test, can anyone else verify whether they've used my plugin with a mac?

                    Rama
                    UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                    ♥ Rama

                    Comment


                      Hey, did you think about putting plugin source on GitHub ?

                      Then, instead of waiting until it will work with next version, people could make it work themselves and send changes back to you (;.
                      https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

                      Comment


                        Originally posted by Rama View Post
                        I will upgrade the plugin to 4.6 when it is released!

                        ~~~

                        @pwsnow,

                        I dont have a mac so I cant test, can anyone else verify whether they've used my plugin with a mac?

                        Rama
                        Many thanks, hopefully 4.6 will be released soon.

                        I have both PC and Mac but use PC mainly. I can use Mac to test your plugin out though. What version of UE4 should I download? Release?

                        Peter

                        Comment


                          aaand 4.6 is getting released today xD

                          Comment


                            4.6 Update Completed

                            My Victory Plugin is now update to 4.6!

                            Let me know how it goes everyone!



                            Download Link to All File Versions
                            https://wiki.unrealengine.com/File:VictoryPlugin.zip

                            Rama
                            UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                            ♥ Rama

                            Comment


                              Many thanks for this although I still get the "The following modules are missing or built with a different engine version: UE4Editor-VictoryEdEngine.dll UE4Editor-VictoryBPLibrary.dll Would you like to rebuild them now? error with no luck rebuilding them. Should I rebuild my UE4 editor as a whole too?

                              Comment


                                4.6 Package and Play Success


                                Originally posted by pwsnow View Post
                                Many thanks for this although I still get the "The following modules are missing or built with a different engine version: UE4Editor-VictoryEdEngine.dll UE4Editor-VictoryBPLibrary.dll Would you like to rebuild them now? error with no luck rebuilding them. Should I rebuild my UE4 editor as a whole too?
                                I just packaged and played a game using my Victory Plugin in 4.6, yay!



                                Can you clarify the conditions under which it is not working?

                                1. pc works but mac doesnt?

                                or

                                2. neither work and your project does not have any C++ source code in it

                                or

                                3. something else?

                                Rama
                                UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                                ♥ Rama

                                Comment

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