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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 sbnewsom View Post
    Thanks Rama! They just released Preview 2 of 4.7 so i'm going to give it a try. Kind of have to since i'm on a deadline too. Really appreciate the work you've done for us!
    Let me know how it goes!

    Soon as 4.7 release comes out I will be updating!



    Rama
    100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

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

    Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

    Comment


      Accepted by Epic

      These two nodes will be in a near future engine release!

      Epic accepted my C++ pull request here (need active github account to view this):
      https://github.com/EpicGames/UnrealE...dfa7f2c3b39098

      Click image for larger version

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      Using these nodes in my plugin you can now easily make your own translation animations for 2D games and UMG!

      I realized the need for these animations while trying to manually animate UMG widgets in BP.

      UE4 Wiki, Plugin Download Page
      https://wiki.unrealengine.com/File:VictoryPlugin.zip

      Enjoy!

      Rama
      100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

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

      Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

      Comment


        Rama' Suite of Custom Config Section BP Nodes!

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        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!

        Click image for larger version

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        100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

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

        Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

        Comment


          Hi Rama,
          i love your plugin library. It is possible to make a "get light brightness" node to detect the light levels on pawn or other actor? I found here the code.
          Last edited by Ulrich.Thümmler; 01-11-2015, 11:45 AM.
          reference
          http://dirty-windows.de

          my blog
          http://ulrichthuemmler.blogspot.com/

          Comment


            Originally posted by Ulrich.Thümmler View Post
            Hi Rama,
            i love your plugin library. It is possible to make a "get light brightness" node to detect the light levels on pawn or other actor? I found here the code.
            Hey there Ulrich,

            I made one quick example for you in Blueprints (I converted the code you provided). So till Rama makes one you can play around with this.

            Download Project

            Hope you enjoy
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            Comment


              Many thanks ryanjon!!!
              reference
              http://dirty-windows.de

              my blog
              http://ulrichthuemmler.blogspot.com/

              Comment


                Originally posted by Ulrich.Thümmler View Post
                Many thanks ryanjon!!!
                Yes thanks Ryan for doing that!

                Great to hear from you Ulrich!

                If I get time I will try to implement your request!

                Thanks for all your own community contributions Ulrich!

                Rama
                100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

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

                Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

                Comment


                  Get OS Platform

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                  Platforms you can check for:

                  Windows
                  Mac
                  Linux

                  PS4
                  XBoxOne

                  iOS
                  Android

                  HTML5

                  WIN RT
                  WIN RT ARM


                  Enjoy!

                  Rama
                  100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

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

                  Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

                  Comment


                    New BP Node!

                    Click image for larger version

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                    This node sets the bloom intensity of any PP volume!

                    This node was contributed by community member Sahkan!

                    UE4 Wiki, Plugin Download Page
                    https://wiki.unrealengine.com/File:VictoryPlugin.zip

                    Enjoy!

                    Rama
                    100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

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

                    Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

                    Comment


                      Waoooo ! I love you Rama
                      I am looking for a bundle like that since a long time !
                      It's wonderful to share your work =)
                      I have not yet test all your library, but i have already a request



                      I'm interest to have a node to control the object mass.
                      As you can see in my answer in this thread : Change Mass using Blueprints

                      ##############
                      Here's what I know :
                      We want to have an object with a Mass exactly = 1.00000 Kg
                      I take a mesh and set Physical properties :
                      - Simulate Physics = true
                      - Enable Gravity = false (we are in empty space)
                      - Linear damping = 0.0
                      ---> at this step, my object has a Mass in Kg = 2198.014
                      If i understand well, the Mass is calculated automatically depending on my shape mesh. Ok, so i will try to simulate a point with no shape in my calculation. To do that i use a Physical Material for my mesh :
                      - Density = 1.0 (g/m3 = water density for example --> it's the default value)
                      ---> at this step, my object has a Mass in Kg = 2198.014 (no change, perfect!)
                      Now I know my density = 1.0 so the engine seems to know the volume of my object (i would like to get this optionaly !) because mass[Kg] = density[g/cm3] x volume[cm3]

                      All this calculation is so complicated, i just want to be able to set manually the mass of my object !!!!
                      In fact, there is a value in the physical material which cause this problem and seems to be use by the engine for the calculation :
                      - Raise Mass to Power = 0.75 by default
                      If I set Raise Mass to Power = 0.0 ---> my object has Mass in Kg = 1.001 WHY !!!!

                      ##############

                      Do you know how engine calculate the mass object ? what values and calculations are used ? I would like understand if it's possible!!
                      Maybe you can overpass the engine calculation to be able to "Set Mass" precisely with a node ! and verify if the "Get mass" node -included in UE4- returns the same value...





                      Thanks a lot !

                      Comment


                        Awesome progress ! I hope epic will fix that bug that we can't pack games with plugins in the next version.
                        Check out my game OldSchool Nightmare : http://www.indiedb.com/games/oldschool-nightmare

                        Comment


                          Super cool new nodes, yay!
                          | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                          Comment


                            Originally posted by BrUnO XaVIeR View Post
                            Super cool new nodes, yay!
                            Hee hee!



                            Rama
                            100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

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

                            Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ 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 Wiki, Plugin Download Page
                              https://wiki.unrealengine.com/File:VictoryPlugin.zip
                              100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

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

                              Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

                              Comment


                                Originally posted by martoof View Post
                                Waoooo ! I love you Rama
                                I am looking for a bundle like that since a long time !
                                It's wonderful to share your work =)
                                I have not yet test all your library, but i have already a request



                                I'm interest to have a node to control the object mass.
                                As you can see in my answer in this thread : Change Mass using Blueprints

                                ##############
                                Here's what I know :
                                We want to have an object with a Mass exactly = 1.00000 Kg
                                I take a mesh and set Physical properties :
                                - Simulate Physics = true
                                - Enable Gravity = false (we are in empty space)
                                - Linear damping = 0.0
                                ---> at this step, my object has a Mass in Kg = 2198.014
                                If i understand well, the Mass is calculated automatically depending on my shape mesh. Ok, so i will try to simulate a point with no shape in my calculation. To do that i use a Physical Material for my mesh :
                                - Density = 1.0 (g/m3 = water density for example --> it's the default value)
                                ---> at this step, my object has a Mass in Kg = 2198.014 (no change, perfect!)
                                Now I know my density = 1.0 so the engine seems to know the volume of my object (i would like to get this optionaly !) because mass[Kg] = density[g/cm3] x volume[cm3]

                                All this calculation is so complicated, i just want to be able to set manually the mass of my object !!!!
                                In fact, there is a value in the physical material which cause this problem and seems to be use by the engine for the calculation :
                                - Raise Mass to Power = 0.75 by default
                                If I set Raise Mass to Power = 0.0 ---> my object has Mass in Kg = 1.001 WHY !!!!

                                ##############

                                Do you know how engine calculate the mass object ? what values and calculations are used ? I would like understand if it's possible!!
                                Maybe you can overpass the engine calculation to be able to "Set Mass" precisely with a node ! and verify if the "Get mass" node -included in UE4- returns the same value...





                                Thanks a lot !
                                Hi there! Nice colors in your post!

                                You shouldn't be setting the mass directly, what I can do easily is give you a node to set the mass scale of any primitive component / static mesh / skeletal mesh.

                                By playing with the mass scale on a per-object basis you can get the object to have the effective movement/physics that you want in game.

                                If you are doing some kind of 3d weight scale game and you actually need 1 kg every time, it will require much more effort on my part

                                Mass scale is easy and universally useful!


                                ~~~

                                Mass to Power 0 = 1

                                Originally posted by martoof View Post
                                In fact, there is a value in the physical material which cause this problem and seems to be use by the engine for the calculation :
                                - Raise Mass to Power = 0.75 by default
                                If I set Raise Mass to Power = 0.0 ---> my object has Mass in Kg = 1.001 WHY !!!! [/COLOR]
                                ##############
                                If you raise anything to the power of 0, the value is 1!

                                Conceptual proof:

                                This is because power implies Self-Multiplication, (x^2 = x * x), and the only thing you can multiply any number by and get itself is 1. So 1 is this Eternal Constant when it comes to exponential math, anything to 0 power is the same, constant, unchanged Origin of all exponential math. All numbers to the 0 power trace back to the same single point, the number 1, so this is Origin. And 0 represent the concept of Origin!


                                Conventional Proof:
                                Code:
                                                 X^y
                                 x^0 = x^(y-y) = --- = 1
                                                 x^y

                                So um, is that all you need then? A phys mat with power to 0?


                                Mass scale as a BP node would be much more useful to more people and gives you fine tuned control on a per-object basis, and does not require phys-mats to be set anywhere


                                Rama
                                Last edited by Rama; 01-16-2015, 02:17 PM.
                                100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

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

                                Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

                                Comment

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