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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 Sahkan View PostAwesome new node! Could be very useful!
Originally posted by mandango View PostYour system is ready to save (and restore it) fragmented meshes in game time?
Anyone who wants me to develop that tech can PM me!
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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Nice job Rama that's an interesting new node
I had tried disabling collision for individual chunks a long time ago without success, I will be definitely looking at the source!
--slightly off topic--
Speaking of destructibles, since 4.7 I'm having a crash when I try to apply force to all the chunks per tick.. but if apply force to an individual chunk only it doesn't crash.
Do you have any ideas why this might be happening by any chance?
I'm trying to do something like your rock vortex using forces.
4.10 Update! -> [Community Project] WIP Weather & Ocean Water Shader
WIP Interactive Water Shader, WIP 2D Water Sim
WIP FFT Ocean w/ Foam, Quad-tree Infinite Ocean LOD
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First I just have to say THANK you so much for all the work you've done with these nodes. They are amazing!
I have a question re the LoadLevelInstance functionality. Is there an equivalent UNLoadLevelInstance node? I'd really like to be able to wipe out old levels as my players move from one to another.
Thanks!
Jake
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Originally posted by Rama View PostDear Community,
My newest node was sufficiently cutting-edge that I decided to make a video of it!
This node allows you to destroy individual pieces of a destructible mesh after it has been fractured!
Originally posted by mandango View PostYour system is ready to save (and restore it) fragmented meshes in game time?
Rama, have you considered selling your save plugin on the marketplace? It would surely sell really, really well. If it's not too expensive and if it could save the state of destructibles I would instantly buy itEasy to use UMG Mini Map on the UE4 Marketplace.
Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play
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Hello Rama,
thanks for your plugin. It's awesome.
But it doesn't work for us after we updated to 4.10. We did everything following the instructions here https://wiki.unrealengine.com/Rama%2..._Editor_Plugin
But now we get this error right after loading the project:
"Assertion failed: Class [File:d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\public\uobject\UObjectGlobals.h] [Line: 1128]
NewObject called
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor!NewObject<UUnrealEdEngine>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\public\uobject\uobjectglobals.h:1130]
UE4Editor!FEngineLoop::Init() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2076]
UE4Editor_UnrealEd!EditorInit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealed.cpp:63]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
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Hi Rama -
Just submitting a bug report - someone please double check this.
I'm using 'Has Substring' to check for a colon (in a filename and it crashes the engine! No crashes with the Find Substring command (but no easy bool)
Whoops - didn't want an emoticon there!
Hope you're well, and thanks again for all the good stuff!
Dan
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Originally posted by John Alcatraz View PostRama, have you considered selling your save plugin on the marketplace? It would surely sell really, really well. If it's not too expensive and if it could save the state of destructibles I would instantly buy it)
Last edited by Jamendxman3; 11-20-2015, 12:58 AM.Marketplace Assets
Advanced Mobile Input: Marketplace Page | Support Thread ――― Easy Input Remapping: Marketplace Page | Support ThreadMultiplayer Blueprint Chat System: Marketplace Page | Support Thread ――― Closing Credits System: Marketplace Page | Support ThreadMinesweeper Template: Marketplace Page | Support Thread ――― Maze Creator: Marketplace Page | Support Thread
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Originally posted by CriErr View Postand byte(i guess).Marketplace Assets
Advanced Mobile Input: Marketplace Page | Support Thread ――― Easy Input Remapping: Marketplace Page | Support ThreadMultiplayer Blueprint Chat System: Marketplace Page | Support Thread ――― Closing Credits System: Marketplace Page | Support ThreadMinesweeper Template: Marketplace Page | Support Thread ――― Maze Creator: Marketplace Page | Support Thread
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Originally posted by antsonthetree View PostFirst I just have to say THANK you so much for all the work you've done with these nodes. They are amazing!
I have a question re the LoadLevelInstance functionality. Is there an equivalent UNLoadLevelInstance node? I'd really like to be able to wipe out old levels as my players move from one to another.
Thanks!
Jake
Then the engine will unload the level in the next tick
Again you can do this with just current BP as this variable is exposed in ULevelStreaming.h:
Code:/** Whether the level should be loaded */ UPROPERTY(Category=LevelStreaming, BlueprintReadWrite) uint32 bShouldBeLoaded:1;
Originally posted by CriErr View PostHey rama
from time to time, here and there, topics about sorting arrays comes out, your plugin has something to do with that? if not, can you please add sort for float, int and byte(i guess).
thanks.
Internal Thread Link to Sorting of Array Nodes
https://forums.unrealengine.com/show...l=1#post399240
Enjoy!
Rama
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Originally posted by MartinJasso View PostHello Rama,
thanks for your plugin. It's awesome.
But it doesn't work for us after we updated to 4.10. We did everything following the instructions here https://wiki.unrealengine.com/Rama%2..._Editor_Plugin
But now we get this error right after loading the project:
"Assertion failed: Class [File:d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\public\uobject\UObjectGlobals.h] [Line: 1128]
NewObject called
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor!NewObject<UUnrealEdEngine>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\public\uobject\uobjectglobals.h:1130]
UE4Editor!FEngineLoop::Init() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2076]
UE4Editor_UnrealEd!EditorInit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealed.cpp:63]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
I am using my Vertex Snap Editor in 4.10 project with no issues
1. make sure plugin is at project level not engine level
2. open up your DefaultEngine.ini and add these lines
[/Script/Engine.Engine]
UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine
3. Make sure you are using this:
UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine
Note the bold
Good luck!
Oh and Welcome to the Forums!
RamaLast edited by Rama; 11-20-2015, 09:50 AM.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 Jamendxman3 View PostHe is already giving it away for free, so I doubt it would sell that well, as people could just use the past free versions.
I have free wiki C++ material here.
My website:
www.ue4code.com
PS: I did appreciate your sentiment tho Jamendxman3!
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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