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

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    Originally posted by Rama View Post
    4.6 Package and Play Success




    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
    Many thanks for the reply!

    1. PC, using 4.6 Source Build.

    2. I've tried on two projects, one with no C++ in and the other being a C++ project. Still doesn't work

    3. I can try it on release Mac if you want?

    Peter

    Comment


      Forget that! Works!

      Just got the rebuild working, took about 5 mins but works fine now!

      Thanks!

      Comment


        4.6 Victory Plugin works like a charm out of the box, switched to from the previous version. I was using only one node, though.

        Comment


          Originally posted by peterwsnow View Post
          Forget that! Works!

          Just got the rebuild working, took about 5 mins but works fine now!

          Thanks!
          Woohoo!




          Originally posted by Everynone View Post
          4.6 Victory Plugin works like a charm out of the box, switched to from the previous version. I was using only one node, though.
          Yay!



          Have fun today!

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

          ♥ Rama

          Comment


            I've noticed that the 'Victory Get Victory Input' function isn't a blueprint node anymore. Is this an error or is it not needed anymore?

            'Warning Could not find the function 'VictoryGetVictoryInput' called from Victory Get Victory Input'


            http://puu.sh/digLy/c6a57d8615.png - Relevant
            Last edited by Aesais; 12-05-2014, 03:04 PM.
            Marketplace code plugin: AesTargeting - Make your Actors targetable =)

            Comment


              There doesn't seem to be a download link to the 4.6 version. The most recent version is still showing as having been uploaded on Nov 15.
              DO contact me with questions about Blueprint or other Unreal features! I don't bite! Or charge money! Just press that blue Skype button and fire away.

              Project Culverin - Open Ended First Person Shooter

              Comment


                Victory Get Victory Input Node Restored

                Originally posted by Aesais View Post
                I've noticed that the 'Victory Get Victory Input' function isn't a blueprint node anymore. Is this an error or is it not needed anymore?

                'Warning Could not find the function 'VictoryGetVictoryInput' called from Victory Get Victory Input'


                http://puu.sh/digLy/c6a57d8615.png - Relevant
                I have uploaded a new version that has this node restored!

                I had temporarily disabled it while learning how this node would have to work in 4.6.

                I've now reimplemented this node in 4.6!


                Download Page
                https://wiki.unrealengine.com/File:VictoryPlugin.zip

                Enjoy!

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

                ♥ Rama

                Comment


                  New Sound Node For you

                  Keep in mind you can now get/set the volume of any sound class to any value you want, anywhere in BP, any time!




                  Click image for larger version

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                  Click image for larger version

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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


                    Rama's Suite of Powerful UMG Nodes

                    Here are the 3 core BP nodes that I've been using to make all of my complicated interacting UMG menus, including an in-game file browser and a menu that allows you to change the materials on any skeletal mesh, while in-game!

                    These nodes are available to you now!

                    ~~~

                    Get All Widgets of Class

                    Allows you to not have to store references everywhere to your widgets, making it easy to interact with the Player Controller and My Character blueprints

                    Also makes it easy to remove a loading screen after a level transition, without storing refs in Game Instance class

                    ~~~

                    Remove All Widgets Of Class

                    You can find and remove any widget any time this way, no matter where you are in BP! (here I am in the Level BP)

                    Rama Tip:
                    If you make a general superclass for all your widgets (Reparent to a blank UserWidget of your own making), you can clear your entire UI system from the viewport with a single call to RemoveAllWidgetsOfClass, supplying the class that is your super class for all your user widgets!

                    So lets say you have 3 user widgets that you made, make a 4th that is blank, reparent your existing 3 to your new empty 4th widget ("WidgetMaster" for example).

                    Now you can just call RemoveAllWidgetsOfClass on your new 4th widget, WidgetMaster, and all 3 of your existing widgets will be removed automatically from the viewport!

                    ~~~

                    Is Widget Of Class In Viewport

                    Take action based on the dynamic lookup of whether a certain widget is currently visible!

                    No need to store refs or bools anywhere, just do a dynamic look up that is lightning fast!



                    Rama

                    Click image for larger version

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                    Last edited by Rama; 12-08-2014, 10:06 PM.
                    UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                    ♥ Rama

                    Comment


                      you should add some better random number generator in this, as default ue uses rand() it would be better to use a random device with a kind of engine and the use of a distribution.

                      Code:
                      //----------------------------------------------------------------------------------------------RANDOM
                      #include <random>
                      std::random_device rd;
                      std::mt19937 gen(rd());
                      
                      int IntRand(){
                          
                          std::uniform_int_distribution<> dis(0, 1);
                          return dis(gen);
                      }
                      double DoubleRand(){
                          std::uniform_real_distribution<> dis(0, 1);
                          return dis(gen);
                      }
                      
                      int IntRandRange(int a, int b){
                          std::uniform_int_distribution<> dis(a, b);
                          return dis(gen);
                      }
                      double DoubleRandRange(float a, float b){
                          std::uniform_real_distribution<> dis(a, b);
                          return dis(gen);
                      }
                      bool BoolRand(){ 
                           std::bernoulli_distribution dis(0.5);
                           return dis(gen);
                      }
                      //----------------------------------------------------------------------------------------------RANDOM
                      Last edited by SaxonRah; 12-08-2014, 10:32 PM.
                      Youtube
                      Machine Learning C++ Plugin
                      Lindenmayer System C++ Plugin

                      Comment


                        Originally posted by SaxonRah View Post
                        you should add some better random number generator in this, as default ue uses rand() it would be better to use a random device with a kind of engine and the use of a distribution.

                        Code:
                        //----------------------------------------------------------------------------------------------RANDOM
                        #include <random>
                        std::random_device rd;
                        std::mt19937 gen(rd());
                        
                        int IntRand(){
                            
                            std::uniform_int_distribution<> dis(0, 1);
                            return dis(gen);
                        }
                        double DoubleRand(){
                            std::uniform_real_distribution<> dis(0, 1);
                            return dis(gen);
                        }
                        
                        int IntRandRange(int a, int b){
                            std::uniform_int_distribution<> dis(a, b);
                            return dis(gen);
                        }
                        double DoubleRandRange(float a, float b){
                            std::uniform_real_distribution<> dis(a, b);
                            return dis(gen);
                        }
                        bool BoolRand(){ 
                             std::bernoulli_distribution dis(0.5);
                             return dis(gen);
                        }
                        //----------------------------------------------------------------------------------------------RANDOM
                        That's a neat idea!

                        But what specific issue are you having with the current random generator?

                        Also, if you give me the whole code, tested in the current version of my Victory BP Library, then I can review it and add it to Victory Master Branch (hee hee!)


                        Great to hear from you SaxonRah!

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

                        ♥ Rama

                        Comment


                          Originally posted by Rama View Post
                          That's a neat idea!

                          But what specific issue are you having with the current random generator?

                          Also, if you give me the whole code, tested in the current version of my Victory BP Library, then I can review it and add it to Victory Master Branch (hee hee!)


                          Great to hear from you SaxonRah!

                          Rama
                          Monte Carlo, personally. but also it seems that anytime i see someone use rand() they almost always use the modulo operator on it, which does horrible horrible things. since rand generates from 0 to RAND_MAX and all it need to be is in-between them, rand()'s quality is never check, ie it can always return the same number, which conforms to rand()'s implementation. The quality of rand's distribution is so poorly implemented that low order bits cycle in very short amounts. Also rand() in general is a terrible psudo-random number generator because if its seed is know, prediction is inevitable..

                          When people use rand() most of the time it's psudo-ness is fine in most applications, but in games, if we don't want a loaded dice roll we must use something other than rand().

                          I'll get working on the integration Rama!

                          hehe, good to see you aswell!
                          Youtube
                          Machine Learning C++ Plugin
                          Lindenmayer System C++ Plugin

                          Comment


                            Originally posted by SaxonRah View Post
                            I'll get working on the integration Rama!

                            hehe, good to see you aswell!
                            As soon as it is ready and tested in packaged game as not having any weird dependencies that prevent packaging, I will be happy to add it to Victory Master Branch and give you credit !



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

                            ♥ Rama

                            Comment


                              yeah for Rama and his RSUMG!
                              W3 Studios

                              Comment


                                Originally posted by Devero View Post
                                yeah for Rama and his RSUMG!
                                Let's see if anyone can guess what the S stands for

                                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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