Announcement

Collapse
No announcement yet.

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

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Originally posted by ArkanSephin View Post
    Hi Rama

    your plugin only work packing for win32 or wi64?
    How can i pack my game for Android or Html 5?
    I have tried everything you listed except for HTML5 and they all work. It's been a while since I've tried Win32 or Android. I can confirm Linux works with the fixes I wrote about in this thread.

    Metahusk: A 501(c)(3) Creative Development Cooperative
    Projects | Forums | Repositories | Nonprofit | Donate

    Comment


      Originally posted by Parvan View Post
      I have tried everything you listed except for HTML5 and they all work. It's been a while since I've tried Win32 or Android. I can confirm Linux works with the fixes I wrote about in this thread.
      I create a new project in C ++ put the plugin inside of folder the Unreal 4.9 and the project also, create a simple actor with the node "Texture 2D Load From File" compile x64 works but for others give error, if I delete the node it compiles ok

      Comment


        Hey rama, found a bug with the newest version (Sep 4th download) and I have tested it in 2 different projects. If you get the Create Object function and cast from it, it will crash PIE with: Fatal error: [File:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\CoreUObject\Private\Templates\Casts.cpp] [Line: 11] (insert cast line here). Engine: 4.9.1

        Comment


          Is there a way to have a node that let's you use an obj file just like we can do with textures from external folders? ( With a UV so I can use the "GetTextureFromPath" node to apply texture to it using dynamic material instance ).
          It can be an awesome addition to my game's MapBuilder.
          Check out my game OldSchool Nightmare : http://www.indiedb.com/games/oldschool-nightmare

          Comment


            Create Object is Deprecated, Use Construct Object From Class (4.9)

            Originally posted by gmc View Post
            Hey rama, found a bug with the newest version (Sep 4th download) and I have tested it in 2 different projects. If you get the Create Object function and cast from it, it will crash PIE with: Fatal error: [File:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\CoreUObject\Private\Templates\Casts.cpp] [Line: 11] (insert cast line here). Engine: 4.9.1
            In 4.9 my Create Obj node is obsolete, as Epic has finally (yay!) added this node:

            "
            In Blueprints, you can now spawn baser object types (not just actors/components). The Construct Object From Class node takes a class and creates a new object of that type, similar to Spawn Actor From Class (except for types that are not an actor).

            Click image for larger version

Name:	CreateObjectByEpic49.jpg
Views:	1
Size:	42.1 KB
ID:	1087811

            The "Outer" input will serve as the new object's owner, which controls the lifetime of the created object.
            For actor classes, you'll still use the Spawn Actor From Class node. And for widgets, you'll use the Create Widget node. In a future release we may try to combine these different features.
            "

            ~~~

            Deprecation Messages in BP Libraries

            I am going to add a deprecation warning to my current node.

            For anyone who is curious how to do this, here's the .h code for my CreateObject node with deprecation. warning

            Code:
            UFUNCTION(BlueprintCallable, Category = "VictoryBPLibrary", meta = (DeprecatedFunction, DeprecationMessage="Epic has introduced Construct Object as of 4.9.0, I recommend you use that instead! -Rama", HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject"))
            	static UObject* CreateObject(UObject* WorldContextObject, UClass* TheObjectClass);


            Rama
            Last edited by Rama; 09-17-2015, 03:57 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


              Originally posted by ArkanSephin View Post
              I create a new project in C ++ put the plugin inside of folder the Unreal 4.9 and the project also, create a simple actor with the node "Texture 2D Load From File" compile x64 works but for others give error, if I delete the node it compiles ok
              Please dont put my plugin at the engine level, just put it at the project level

              I've had no trouble compiling for win32 using Texture2D Load From File, but I have not tested HTML5 / mac due to my own personal time limitations (I am doing all this Victory BP Library stuff without monetary compensation of any kind).



              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


                Originally posted by Sahkan View Post
                Is there a way to have a node that let's you use an obj file just like we can do with textures from external folders? ( With a UV so I can use the "GetTextureFromPath" node to apply texture to it using dynamic material instance ).
                It can be an awesome addition to my game's MapBuilder.
                Can you explain more what you mean? What is the exact use case / functionality you want?



                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


                  Powerful Victory BP Node for Physics / Collision Analysis!

                  Click image for larger version

Name:	ClosestPointToCollision.jpg
Views:	5
Size:	221.4 KB
ID:	1087812

                  Dear Community,

                  I've just released two new nodes to help you with all of your collsion surface distance checks!

                  These nodes let you easily tell how far a given point is from the actual PhysX surface of any UE4 game object with collision / primitive component!

                  I've even given you a node that let's you directly check the distance between the physical surfaces of two objects!

                  See pics!

                  These nodes work with Characters and Skeletal Mesh actors that have physics assets!

                  ~~~

                  Distance Between Surfaces Of Two Objects

                  Click image for larger version

Name:	SurfaceDistanceBetweenBP.jpg
Views:	5
Size:	220.6 KB
ID:	1087813

                  ~~~

                  World Point Distance To Collision Of Any Object

                  Click image for larger version

Name:	ClosestPointToCollisionBP.jpg
Views:	5
Size:	292.0 KB
ID:	1087814

                  Click image for larger version

Name:	SurfaceDistanceBetweenBP.jpg
Views:	5
Size:	220.6 KB
ID:	1087813

                  ~~~

                  My C++ For You

                  Here's the C++ code for my algorithm to get the distance between the colliding surfaces of any two objects!

                  Code:
                  float UVictoryBPFunctionLibrary::GetDistanceBetweenComponentSurfaces(UPrimitiveComponent* CollisionComponent1, UPrimitiveComponent* CollisionComponent2, FVector& PointOnSurface1, FVector& PointOnSurface2)
                  {
                  	if(!CollisionComponent1 || !CollisionComponent2) 
                          {
                              return -1;
                          } 
                  
                          //Closest Point on 2 to 1
                  	CollisionComponent2->GetDistanceToCollision(CollisionComponent1->GetComponentLocation(), PointOnSurface2);
                    
                  	//Closest Point on 1 to closest point on surface of 2
                  	return CollisionComponent1->GetDistanceToCollision(PointOnSurface2, PointOnSurface1);
                  }
                  
                  _
                  ~~~

                  Latest plugin download on the UE4 Wiki: (15.22 mb)
                  https://wiki.unrealengine.com/File:VictoryPlugin.zip

                  ~~~

                  Victory Plugin on Media Fire

                  If your browser is not updating the Wiki download page to the most recent version, you can use my alternative Media Fire download link!

                  Please note clicking this link will not start a download instantly, it will just take you to the Media Fire file description.

                  https://www.mediafire.com/?g6uf9kt5ueb2upj

                  ~~~

                  Note on Packaging Victory Plugin

                  https://forums.unrealengine.com/show...l=1#post368790

                  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


                    Anyone had any issues with Rama's Plugin since 4.9.1 came out? Having some annoying crashes that only appeared with the latest update. Not sure if it could be plugin related or something else.
                    Map Generator 1.0
                    Map Generator 2.0
                    Map Generator 3.0

                    Comment


                      Hey Rama, first of all, I want to GREATLY thank you, for all what you done so far, you saved me a lot of time, since I'm not that great with c++, so yeah, thanks for that!

                      But I come here to report a little bug, when I use your node called "Screen Shots rename move most recent", it's rename file extension to bmp, but screenshots taken in png, so after I load screenshot and make it texture2d, it'l be none. It can easily be fixed using your another node "Victory Load Texture 2D from file", and choosing there png, even if file name extension is bmp.
                      So yeah, not a big deal since I found a fix, but it'l be neat if it worked perfectly good.

                      Best regards.
                      English is not my native language. So yeaaah. :3

                      Comment


                        Originally posted by Zeustiak View Post
                        Anyone had any issues with Rama's Plugin since 4.9.1 came out? Having some annoying crashes that only appeared with the latest update. Not sure if it could be plugin related or something else.
                        You're probably using my Create Object node? That is known to crash now, and I will be uploading a fix soon

                        In the meantime here is the correct node to be using now, which Epic released in 4.9:

                        https://forums.unrealengine.com/show...l=1#post381384
                        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 normal_ST View Post
                          Hey Rama, first of all, I want to GREATLY thank you, for all what you done so far, you saved me a lot of time, since I'm not that great with c++, so yeah, thanks for that!

                          But I come here to report a little bug, when I use your node called "Screen Shots rename move most recent", it's rename file extension to bmp, but screenshots taken in png, so after I load screenshot and make it texture2d, it'l be none. It can easily be fixed using your another node "Victory Load Texture 2D from file", and choosing there png, even if file name extension is bmp.
                          So yeah, not a big deal since I found a fix, but it'l be neat if it worked perfectly good.

                          Best regards.
                          Welcome to the forums normal_ST!

                          Great catch!

                          I've updated my plugin to rename files with .png extension

                          Code:
                          	//Generate new Full File Path!
                          	FString NewFullFilePath = NewAbsoluteFolderPath + "/" + NewName + ".png";
                          	 
                          	//Move File!
                          	return RenameFile(NewFullFilePath, ScreenShotsDir + "/" + OriginalFileName);
                          }
                          ~~~

                          Latest plugin download on the UE4 Wiki:
                          https://wiki.unrealengine.com/File:VictoryPlugin.zip

                          Latest plugin packaged binaries, Win32 Shipping and Win64 Development on UE4 Wiki:
                          https://wiki.unrealengine.com/File:V...inPackaged.zip

                          ~~~

                          Victory Plugin on Media Fire

                          If your browser is not updating the Wiki download page to the most recent version, you can use my alternative Media Fire download link!

                          Please note clicking this link will not start a download instantly, it will just take you to the Media Fire file description.

                          Editor binaries and Packaged binaries in one file:
                          Win32 Shipping and Win64 Development Supported
                          https://www.mediafire.com/?g6uf9kt5ueb2upj

                          ~~~

                          Note on Packaging Victory Plugin

                          https://forums.unrealengine.com/show...l=1#post368790

                          Enjoy!



                          Rama
                          Last edited by Rama; 09-21-2015, 02:02 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


                            Rama, thanks for the fix it worked! But I want to ask about one more thing, can you add overwrite functionality to this node? Because if the file with "New name" name exist, it will do nothing.
                            Or "Remove File" node will be great actually

                            Thanks for everything again, best regards.

                            PS: Oh and I actually wanted to try and add this functionality by myself, but I can't understand how to properly open and compile your source codes.

                            Update: Oh and seems like your sort function or something else, take not the newly made screenshot, but the oldest available.
                            Last edited by normal_ST; 09-22-2015, 05:59 AM. Reason: Another bug I think
                            English is not my native language. So yeaaah. :3

                            Comment


                              Hey Rama, have you thought about this?

                              Originally posted by John Alcatraz View Post
                              Why not just upload the plugin here in the forums or just link in the wiki to a separate download location (like google drive)?
                              I really don't want to convert my project to c++ just for being able to package in Shipping 64bit
                              Easy to use UMG Mini Map on the UE4 Marketplace.
                              Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

                              Comment


                                Originally posted by TK-Master View Post
                                I had included a function to read console variables on my post with the math functions

                                This would allow you to read the current value of sg.ShadowQuality for example, is that what you meant John Alcatraz?
                                Originally posted by Rama View Post
                                Thanks for that TK-Master!
                                I will see about integrating those at my next opportunity
                                Originally posted by Rama View Post
                                Dear Community,

                                Here are two new nodes that let you get the value of any config variables that you might also want to adjust from the console / via "Run Console Command"
                                Many thanks to TK-Master for contributing these nodes!
                                Could you make this work with strings too? For example this one:

                                r.SetRes = "1600x900w"

                                Easy to use UMG Mini Map on the UE4 Marketplace.
                                Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

                                Comment

                                Working...
                                X