Originally posted by Rama
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(39) Rama's Extra Blueprint Nodes for You as a Plugin, No C++ Required!
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Easy to use UMG Mini Map on the UE4 Marketplace.
Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play
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Hi there Rama,
first of all, thank you very much for all content to provide us with.
I have a question referring your Rebindable Key.
I tried to figure out from where you used this OnKeyDown Event, which seems to be a reply to any Key Event occuring.
I looked through the Engine and couldnt find any Function which describe that behaviour. How did you do that?
best regards
WallhallaLive long and prosper.
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Originally posted by Wallhalla View PostHi there Rama,
first of all, thank you very much for all content to provide us with.
I have a question referring your Rebindable Key.
I tried to figure out from where you used this OnKeyDown Event, which seems to be a reply to any Key Event occuring.
I looked through the Engine and couldnt find any Function which describe that behaviour. How did you do that?
best regards
Wallhalla
But how is the intention of getting this inside an UMG widget, is this event automatically consumed within widgets parent, when the child is in focus?Live long and prosper.
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Hi Rama,
Its been a while since I posted on this forum. Took a break from my thesis.
I am facing some limitations with your current vertex manipulation blueprints. One of that is I have a class called Interactive_Actor. This actor class holds all the thermodynamic properties of a static mesh. It also has a component called Default Mesh which gets changed to a user set static mesh through a Set Static Mesh node in the constructor. However, when I drag out the blueprint into the scene, there are no vertices highlighted. It seems the codes only work directly on static meshes dropped into the scene. Is there a way to make it work also on custom blueprint actors (static meshes with custom properties)?
Cheers!!!!
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Originally posted by Wallhalla View PostI just found out that the function i need is implemented in UserWidget.h.
But how is the intention of getting this inside an UMG widget, is this event automatically consumed within widgets parent, when the child is in focus?Live long and prosper.
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Originally posted by Tim Sweeney View PostRama, thank you for another excellent Unreal Engine 4 contribution!
Thank you so much for UE4!
I am having fun with UE4 every day!
RamaUE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin
♥ Rama
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Originally posted by CatchPhyre View PostIt also has a component called Default Mesh which gets changed to a user set static mesh through a Set Static Mesh node in the constructor. However, when I drag out the blueprint into the scene, there are no vertices highlighted. It seems the codes only work directly on static meshes dropped into the scene. Is there a way to make it work also on custom blueprint actors (static meshes with custom properties)?
Cheers!!!!
Replace all uses of your custom static mesh component with StaticMeshComponent ref.
Try it as a test and see how it goes!
Good luck!
RamaUE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin
♥ Rama
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BP Node to Get Your Computer's IP Address!
Dear Community,
I've finally succeeded at implementing a node that many have been trying to implement since the Beta!
This is a BP node that gets the IP address of your computer!
My node relies on http://api.ipify.org, a free and easy way to get your current IP address.
Because this node involves an HTTP request I can't make it a static library node, so I instead made a VictoryPC class that contains only this functionality.
You can easily re-parent your current player controller blueprint to use my plugin VictoryPC class!
File->Reparent
and if you are not using a PC already, make sure to go to World Settings and use my VictoryPC as your player controller!
As long as my Victory BP Library is an active plugin for you, then this VictoryPC class will show up!
Download:
https://wiki.unrealengine.com/File:VictoryPlugin.zip
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Celebration!
Yay!
Now we can all get the IP address of the local computer for use with multiplayer games or webserver activities!
Enjoy!
Rama
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Pic
Here's the setup you should create in your Blueprinted version of my VictoryPC!
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C++ Source Code For You
Here is the C++ source code I wrote just earlier today!
Code:bool AVictoryPC::VictoryPC_GetMyIP_SendRequest() { FHttpModule* Http = &FHttpModule::Get(); if(!Http) { return false; } if(!Http->IsHttpEnabled()) { return false; } //~~~~~~~~~~~~~~~~~~~ FString TargetHost = "http://api.ipify.org"; TSharedRef < IHttpRequest > Request = Http->CreateRequest(); Request->SetVerb("GET"); Request->SetURL(TargetHost); Request->SetHeader("User-Agent", "VictoryBPLibrary/1.0"); Request->SetHeader("Content-Type" ,"text/html"); Request->OnProcessRequestComplete().BindUObject(this, &AVictoryPC::HTTPOnResponseReceived); if (!Request->ProcessRequest()) { return false; } return true; } void AVictoryPC::HTTPOnResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful) { this->VictoryPC_GetMyIP_DataReceived(Response->GetContentAsString()); }
RamaUE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin
♥ Rama
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I was stuck with dynamic generated arrays in BP... and then I found a way to load image sequences with your plugin. You saved my life! ;D
I used the LoadObjectFromAssetPath node, but I'm gonna try the LoadImage node soon as well!
I'm eagerly waiting for 4.7 and see if I can deploy to Android apk directly...
Thx again dude!
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Hi rama!
What about a Bp that enables/disables subtitles during runtime? Can this be posible?
In fact, could be posible to change the culture (cultures are the game's languages people) during runtime?
With this two features, your already done graphics, custom ini's settings and key rebinding we could have an entire game menu 100% functional without game launcher working ingame in any plataform!
Anyways, thank you for the already well done work! Porting Mind: Path to Thalamus to Vr and UE4 is being soo much easier thanks to your nodes
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Originally posted by CarlosCoronado View PostAnyways, thank you for the already well done work! Porting Mind: Path to Thalamus to Vr and UE4 is being soo much easier thanks to your nodes
I know there's a command to change localization at runtime, if you can find it via Epic's tutorials or answerhub then I can work with it as a BP node
RamaUE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin
♥ Rama
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Hi rama thanks for your answer!
Well the point is I haven't found anything about that command. If it ever existed with a simple "Execute console command" node would have been more than enough to change the game's culture but I can't seem to find it. What I have found (and tested and yes, it is working) is that you can pass "-culture=fr" on the commandline when launching the game and that works (I set this in a shortcut). I have found this in the answer HUB https://answers.unrealengine.com/que...-commands.html but the console command "-culture=fr" doesn't work for me in the console(not recognized with and without the quotes).
Btw, I found something really usefull in terms of localization: when you use the gather text commandlet now it also gathers the soundwaves and the soundcues! The guys from Solus were having problems but it seems Epic Games fixed it (just posting this here so people who end here getting info on the subject can read it)
Rama, setting the subtitles on and off in runntime should be super easy in C++ because in the project settings menu there is indeed and option to set the subtitles on and off and well, if you have managed to do blueprints to rebind keys during runntimes subtitles should be really easy.
Keep on the good workk!! I can't wait to show you guys what I am doing
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Originally posted by CarlosCoronado View PostHi rama thanks for your answer!
Well the point is I haven't found anything about that command. If it ever existed with a simple "Execute console command" node would have been more than enough to change the game's culture but I can't seem to find it. What I have found (and tested and yes, it is working) is that you can pass "-culture=fr" on the commandline when launching the game and that works (I set this in a shortcut). I have found this in the answer HUB https://answers.unrealengine.com/que...-commands.html but the console command "-culture=fr" doesn't work for me in the console(not recognized with and without the quotes).
Btw, I found something really usefull in terms of localization: when you use the gather text commandlet now it also gathers the soundwaves and the soundcues! The guys from Solus were having problems but it seems Epic Games fixed it (just posting this here so people who end here getting info on the subject can read it)
I think you should ask on the answerhub if there is a way to change the culture of the game without having to restart the game! Then let me know know what response you get, and if you send link I can post there too.
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Subtitles
I am trying to meet a deadline but something like this should work
Code:void SetSubtitlesActive(bool MakeActive) { GEngine->bSubtitlesEnabled = MakeActive; //Clear any existing if setting subtitles off! if(!MakeActive) { FSubtitleManager * SM = FSubtitleManager::GetSubtitleManager(); if (SM) { SM->KillAllSubtitles(); } } }
Let me know if you think there's a more elegant way to do it than talking to GEngine directly.
RamaUE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin
♥ Rama
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Load Texture 2D From File!
JPG, PNG, BMP, ICO, EXR, and ICNS are Supported File Formats !
With this node you can load a Texture 2D from a file during runtime!
I output for you the width and height of the loaded image!
Now you can easily create Texture 2D's from image files in Blueprints, during runtime!
Special Note!
Tim Sweeney liked this node!
Enjoy!
Rama
PS: Make sure to include the file extension when you use this node!
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C++ Code For You
Here is the core C++ function involved, entire source is in the download! I wrote my own Enum for the file formats.
Code:UTexture2D* UVictoryBPFunctionLibrary::Victory_LoadTexture2D_FromFile(const FString& FullFilePath,EJoyImageFormats ImageFormat, bool& IsValid,int32& Width, int32& Height) { IsValid = false; UTexture2D* LoadedT2D = NULL; IImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper")); IImageWrapperPtr ImageWrapper = ImageWrapperModule.CreateImageWrapper(GetJoyImageFormat(ImageFormat)); //Load From File TArray<uint8> RawFileData; if (!FFileHelper::LoadFileToArray(RawFileData, * FullFilePath)) { return NULL; } //Create T2D! if (ImageWrapper.IsValid() && ImageWrapper->SetCompressed(RawFileData.GetData(), RawFileData.Num())) { const TArray<uint8>* UncompressedBGRA = NULL; if (ImageWrapper->GetRaw(ERGBFormat::BGRA, 8, UncompressedBGRA)) { LoadedT2D = UTexture2D::CreateTransient(ImageWrapper->GetWidth(), ImageWrapper->GetHeight(), PF_B8G8R8A8); //Valid? if (!LoadedT2D) { return NULL; } //Out! Width = ImageWrapper->GetWidth(); Height = ImageWrapper->GetHeight(); //Copy! void* TextureData = LoadedT2D->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE); FMemory::Memcpy(TextureData, UncompressedBGRA->GetData(), UncompressedBGRA->Num()); LoadedT2D->PlatformData->Mips[0].BulkData.Unlock(); //Update! LoadedT2D->UpdateResource(); } } // Success! IsValid = true; return LoadedT2D; }
Download Link (6.5mb)
UE4 Wiki, Plugin Download Page
https://wiki.unrealengine.com/File:VictoryPlugin.zipUE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin
♥ Rama
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