Originally posted by ArkanSephin
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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 Parvan View PostI 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.
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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
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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
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Create Object is Deprecated, Use Construct Object From Class (4.9)
Originally posted by gmc View PostHey 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
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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).
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.
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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);
RamaLast edited by Rama; 09-17-2015, 03:57 PM.UE4 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 ArkanSephin View PostI 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
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).
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 Sahkan View PostIs 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.
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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Powerful Victory BP Node for Physics / Collision Analysis!
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!
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Distance Between Surfaces Of Two Objects
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World Point Distance To Collision Of Any Object
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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
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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
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Note on Packaging Victory Plugin
https://forums.unrealengine.com/show...l=1#post368790
Enjoy!
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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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
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Originally posted by Zeustiak View PostAnyone 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.
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#post381384UE4 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 normal_ST View PostHey 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.
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
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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!
RamaLast edited by Rama; 09-21-2015, 02:02 PM.UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin
♥ Rama
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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.English is not my native language. So yeaaah. :3
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Hey Rama, have you thought about this?
Originally posted by John Alcatraz View PostWhy not just upload the plugin here in the forums or just link in the wiki to a separate download location (like google drive)?Easy to use UMG Mini Map on the UE4 Marketplace.
Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play
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Originally posted by TK-Master View PostI 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 PostThanks for that TK-Master!
I will see about integrating those at my next opportunity
Originally posted by Rama View PostDear 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!
r.SetRes = "1600x900w"
Easy to use UMG Mini Map on the UE4 Marketplace.
Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play
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