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

    @Sahkan,@Rama
    *.wav can be?
    which plugin
    thanks

    Comment


      Originally posted by 马云飞 View Post
      @Sahkan,@Rama
      *.wav can be?
      which plugin
      thanks
      1.Only *.ogg ( use Audacity to convert your audio files from w/e to ogg )

      2.This plugin:
      http://www.mediafire.com/download/g6...toryPlugin.zip

      How to install:
      In your project folder, make a new folder and name it Plugins.
      Put the "VictoryPlugin" folder inside there. ( You will have this path: Path\ProjectName\Plugins\VictoryPlugin ).
      That it.

      Now open your project.
      Open a blueprint graph, right click on the background and search for "Get Sound Wave From File". ( I know it says wave, but it works only with ogg files ).
      This node takes a path as input and returns a sound file.

      If you want it to work no matter where your project is, store the sound files inside your project's folder, something like that: Path\ProjectName\Sounds\*.ogg
      And use the "Victory Paths Game Root Directory" node.

      The path string will look something like this ( pseudo code ):

      path = VictoryPathsGameRootDirectory + "Sounds/myaudiofile.ogg"

      Then you use this for the "Get Sound Wave From File" node's input.

      That's it
      Last edited by Sahkan; 11-10-2015, 02:21 AM.
      Check out my game OldSchool Nightmare : http://www.indiedb.com/games/oldschool-nightmare

      Comment


        Originally posted by Sahkan View Post
        1.Only *.ogg ( use Audacity to convert your audio files from w/e to ogg )

        2.This plugin:
        http://www.mediafire.com/download/g6...toryPlugin.zip

        How to install:
        In your project folder, make a new folder and name it Plugins.
        Put the "VictoryPlugin" folder inside there. ( You will have this path: Path\ProjectName\Plugins\VictoryPlugin ).
        That it.

        Now open your project.
        Open a blueprint graph, right click on the background and search for "Get Sound Wave From File". ( I know it says wave, but it works only with ogg files ).
        This node takes a path as input and returns a sound file.

        If you want it to work no matter where your project is, store the sound files inside your project's folder, something like that: Path\ProjectName\Sounds\*.ogg
        And use the "Victory Paths Game Root Directory" node.

        The path string will look something like this ( pseudo code ):

        path = VictoryPathsGameRootDirectory + "Sounds/myaudiofile.ogg"

        Then you use this for the "Get Sound Wave From File" node's input.

        That's it
        Thank you very much

        Comment


          Originally posted by 马云飞 View Post
          Thank you very much
          You're Welcome
          Check out my game OldSchool Nightmare : http://www.indiedb.com/games/oldschool-nightmare

          Comment


            Hi Rama just a quick one!

            Do you have any plans to build the Victory plug-in for Mac?

            If not, could you tell me how can I do it?

            Thanks!

            Comment


              Originally posted by Sahkan View Post
              1.Only *.ogg ( use Audacity to convert your audio files from w/e to ogg )

              2.This plugin:
              http://www.mediafire.com/download/g6...toryPlugin.zip

              How to install:
              In your project folder, make a new folder and name it Plugins.
              Put the "VictoryPlugin" folder inside there. ( You will have this path: Path\ProjectName\Plugins\VictoryPlugin ).
              That it.

              Now open your project.
              Open a blueprint graph, right click on the background and search for "Get Sound Wave From File". ( I know it says wave, but it works only with ogg files ).
              This node takes a path as input and returns a sound file.

              If you want it to work no matter where your project is, store the sound files inside your project's folder, something like that: Path\ProjectName\Sounds\*.ogg
              And use the "Victory Paths Game Root Directory" node.

              The path string will look something like this ( pseudo code ):

              path = VictoryPathsGameRootDirectory + "Sounds/myaudiofile.ogg"

              Then you use this for the "Get Sound Wave From File" node's input.

              That's it
              the URL:http://www.mediafire.com/download/g6...toryPlugin.zip. I can't download。Can you email me,Thanks

              Comment


                My beloved Rama!

                I know it just got released, but do you have any ETA for Victory 4.10?

                Thank youuuuu!

                Comment


                  Originally posted by Rama View Post
                  I've now completed my suite of Image BP Nodes!

                  You can now get a single pixel or the entire pixel array from a Texture2D!
                  Awesome, thanks again for the work you do
                  Dev Blog
                  Twitter: @TheRealSpoonDog
                  150 FREE Blueprint functions for your project

                  Comment


                    Originally posted by CarlosCoronado View Post
                    Hi Rama just a quick one!

                    Do you have any plans to build the Victory plug-in for Mac?

                    If not, could you tell me how can I do it?

                    Thanks!
                    Someone who compiles C++ on Mac OS needs to compile my plugin there, for Development Editor, Development Game 64, and Shipping 32, then I can post the binaries for everyone.

                    If anyone would like to do this, please pm me.



                    Rama

                    Originally posted by Roccinio View Post
                    My beloved Rama!

                    I know it just got released, but do you have any ETA for Victory 4.10?

                    Thank youuuuu!
                    Hee hee!

                    I just installed VS 2015 (requirement in 4.10), and I will be doing the Victory BP upgrade shortly!



                    Rama
                    Last edited by Rama; 11-12-2015, 01:24 AM.
                    UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                    ♥ Rama

                    Comment


                      Draw Circle, Another Victory BP Library Node Is Now In 4.10 Main Engine Release!

                      Dear Community,

                      I submitted a C++ pull request to Epic to make Draw Debug Circle into a blueprint node, and now it has been released in 4.10!

                      From the 4.10 release notes:
                      "New: Blueprints can now draw circles via the Debug Draw Circle node."

                      Here are some pics from my Victory BP Library version!

                      Make sure to check out "Draw Debug Circle!"

                      Click image for larger version

Name:	drawthickcircle3.jpg
Views:	11
Size:	100.4 KB
ID:	1093206

                      Click image for larger version

Name:	DrawThickCircle4.jpg
Views:	11
Size:	131.1 KB
ID:	1093207

                      ~~~

                      Other Contributions from Me In 4.10

                      1. I made an algorithm performance improvement to the FABRIK animation node:
                      https://github.com/EpicGames/UnrealEngine/pull/1133

                      2. I ensured proper functioning of SetEnableGravity for destructible components, so that you can change gravity of apex pieces at any time after the destructible is destroyed.
                      https://github.com/EpicGames/UnrealEngine/pull/1249

                      3. FVector:: DistSquaredXY for Vector.h, only C++ accessible
                      https://github.com/EpicGames/UnrealEngine/pull/1365

                      4. Crash fix for GameSession.h, when the playerstate class is invalid in the game mode.
                      https://github.com/EpicGames/UnrealEngine/pull/1453

                      Enjoy!

                      Rama
                      Last edited by Rama; 11-12-2015, 01:37 AM.
                      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

                        I just installed VS 2015 (requirement in 4.10), and I will be doing the Victory BP upgrade shortly!



                        Rama
                        Look forward to it, thanks.
                        Acclivity Game Studios. Making a BP FPS, Tutorial Series on Blog : On Unreal Wiki : Twitch

                        Comment


                          How Can I Use Victory BP Node ~ Load Level Instance ~ In a Multipalyer Game?

                          Dear Community,

                          To make sure that a client loads in the levels you are crafting via my Load Level Instance node in a multiplayer game, all you have to do is use a multicast BP custom event.

                          See the pic!

                          Enjoy!

                          Rama

                          Click image for larger version

Name:	MulticastLevelInst.jpg
Views:	1
Size:	351.5 KB
ID:	1093210
                          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 TT|GS View Post
                            the URL:http://www.mediafire.com/download/g6...toryPlugin.zip. I can't download。Can you email me,Thanks
                            Make sure you are clicking on the link and not copying and past it to the address line.
                            If the address is too long it will shorten the text and put "..." in the middle of it.
                            Check out my game OldSchool Nightmare : http://www.indiedb.com/games/oldschool-nightmare

                            Comment


                              Victory Plugin Upgraded to 4.10!

                              Originally posted by Roccinio View Post
                              My beloved Rama!

                              I know it just got released, but do you have any ETA for Victory 4.10?

                              Thank youuuuu!

                              Originally posted by arbopa View Post
                              Look forward to it, thanks.
                              ~~~

                              Upgraded to 4.10!

                              My Victory BP Library Plugin is Now Upgraded to 4.10!

                              My Victory Ed Engine Vertex Snap and Instanced Static Mesh Editor is also upgraded to 4.10!

                              ~~~

                              Latest plugin download on the UE4 Wiki: (7.16 mb)
                              https://wiki.unrealengine.com/File:VictoryPlugin.zip

                              Not using the latest engine version? Check out my wiki section on which plugin release dates go with which engine version!

                              Plugin Release Date and UE4 Engine Versions
                              https://wiki.unrealengine.com/Rama%2...ngine_Versions

                              ~~~

                              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

                              ~~~

                              Donations

                              Donations can be sent to me via:
                              http://lightningfitness.org/donate/

                              Enjoy!



                              Rama
                              Last edited by Rama; 11-12-2015, 03:09 AM.
                              UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                              ♥ Rama

                              Comment


                                Hey Rama, thank you very much for updating your plugin to 4.10

                                Also congrats for getting 5 of your awesome contributions into 4.10!


                                When I read about that you fixed SetEnableGravity for destructibles, I thought about a very useful node you might be able to add to your plugin.

                                At the moment (in BP) you can hit a destructible component with a trace and the HitBoneName (Name) is telling you which chunk of the fractured mesh the trace hit and the HitItem (Int) is also telling you which chunk of the DM was hit. Would there be a way to delete this part from the destructible mesh so that it disappears? I guess that's surely possible in C++ so if you could expose that to BP in your plugin that would be really awesome!

                                It would allow everyone to manipulate these chunks from BP. For example, at the moment I face the problem that quite huge chunks can block the path of the player. If I could just make the player destroy individual chunks, he could free his path without deleting the whole destructible component which would look really strange, it's like shooting on one stone and suddenly 200 stones around you disappear.

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

                                Comment

                                Working...
                                X