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

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    i know, you can even double click on those..

    im asking about this, because my setup dosnt looks efficient.

    problem is, i cannot make wildcard as local variable, which means even with this setup i would need custom function for each variable type.

    Comment


      Originally posted by CriErr View Post
      i know, you can even double click on those..

      im asking about this, because my setup dosnt looks efficient.

      problem is, i cannot make wildcard as local variable, which means even with this setup i would need custom function for each variable type.
      You could make a Macro and use a Wildcard. That's the kind of thing the Macro is for

      Comment


        Originally posted by Vipar View Post
        You could make a Macro and use a Wildcard. That's the kind of thing the Macro is for
        go on, show me how to do this WITHOUT modifying original array.

        Comment


          Originally posted by CriErr View Post
          go on, show me how to do this WITHOUT modifying original array.
          You asked for the following:

          Originally posted by CriErr View Post
          i know, you can even double click on those..

          im asking about this, because my setup dosnt looks efficient.

          problem is, i cannot make wildcard as local variable, which means even with this setup i would need custom function for each variable type.

          So this macro here should do the trick (No I didn't test it, so please let me know):

          Click image for larger version

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          Comment


            Thats some next level programming skillsClick image for larger version

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            Comment


              Originally posted by CriErr View Post
              Thats some next level programming skills[ATTACH=CONFIG]68006[/ATTACH]
              I know right?

              Did it work for you as intended?

              Comment


                Originally posted by Sahkan View Post
                You're Welcome
                android platforms can be?

                Comment


                  Hi Rama,

                  I have everything put in the correct place. The Plugins folder under my project and the ini file edited. But getting this error when I load up that project. If I leave out the entry in the ini file, the project loads, so I assume there is an issue with that ini setting. My DefaultEngine.ini has this entry. I also removed +ActiveGameNameRedirects=(OldGameName="TP_ThirdPersonBP",NewGameName="/Script/gamename")
                  +ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPersonBP",NewGameName="/Script/gamename") so that does not make any difference.

                  In the error message, it seems to be pointing to drives and folder that do no exist on my computer.

                  [/Script/Engine.Engine]
                  +ActiveGameNameRedirects=(OldGameName="TP_ThirdPersonBP",NewGameName="/Script/gamename")
                  +ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPersonBP",NewGameName="/Script/gamename")
                  UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine


                  Unknown exception - code 00000001 (first/second chance not available)

                  "Assertion failed: Class [File:d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\public\uobject\UObjectGlobals.h] [Line: 1128]
                  NewObject called with a nullptr class

                  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

                  Thanks

                  Comment


                    Hey Rama! I've got another idea for a node

                    The command "stat unit" is telling you the frame time for game thread, render thread and GPU. As far as I know there is no way yet to access that information from blueprint. A node like "GetLastFrameStatUnitTimes" with 3 float as output (game, render, GPU) would be really helpful since it would allow to easily display to the player whether he is limited by his CPU or GPU.

                    There are a few games that do this and I always thought its really helpful. Often players experience low fps and turn down graphics settings so that the game is super ugly, but in some games that are CPU limited thats not giving any advantage in fps, it just makes the game ugly.

                    Being able to tell the player (in the graphics settings) that he is CPU limited would help a lot in these situations. Such a node would also allow to run graphics setting detection scenes that automatically set fitting graphics settings. At the moment you can only access the frame time, so such an automatic routine would set the graphics settings to super low for someone who has an old CPU and a new GPU. Such a routine would only work well if it could access the different frame times.

                    I first expected the "stat unit" information to not be available in a packaged game with shipping configuration, but it works there too!
                    Easy to use UMG Mini Map on the UE4 Marketplace.
                    Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

                    Comment


                      Originally posted by John Alcatraz View Post
                      Hey Rama! I've got another idea for a node

                      The command "stat unit" is telling you the frame time for game thread, render thread and GPU. As far as I know there is no way yet to access that information from blueprint. A node like "GetLastFrameStatUnitTimes" with 3 float as output (game, render, GPU) would be really helpful since it would allow to easily display to the player whether he is limited by his CPU or GPU.

                      There are a few games that do this and I always thought its really helpful. Often players experience low fps and turn down graphics settings so that the game is super ugly, but in some games that are CPU limited thats not giving any advantage in fps, it just makes the game ugly.

                      Being able to tell the player (in the graphics settings) that he is CPU limited would help a lot in these situations. Such a node would also allow to run graphics setting detection scenes that automatically set fitting graphics settings. At the moment you can only access the frame time, so such an automatic routine would set the graphics settings to super low for someone who has an old CPU and a new GPU. Such a routine would only work well if it could access the different frame times.

                      I first expected the "stat unit" information to not be available in a packaged game with shipping configuration, but it works there too!
                      That's a great idea John! I am adding it to my list!



                      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


                        Three New Key Rebinding Nodes, Remove Key Bind, Get All Key Binds For Key

                        Dear Community,

                        I've added 3 new nodes for your entertainment!

                        These nodes enhance my key binding BP nodes, by allowing you to remove axis or action mappings, and also get all axis/action mappings that use a particular key!

                        See pic!

                        Click image for larger version

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                        ~~~

                        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 Dates and UE4 Engine Versions
                        https://wiki.unrealengine.com/Rama%2...ngine_Versions

                        ~~~

                        Victory Plugin Binaries for Packaged Games

                        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 the mediafire version includes both the editor and packaged game binaries in the same file ♥ Rama

                        https://www.mediafire.com/?ieovbd5l9d7yub2

                        ~~~

                        Donations

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

                        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


                          Rama - searching through this huge 33 page cumbersome thread to try and find an answer - can I use "Victory Save Pixels" node with a different file format that .png?

                          Click image for larger version

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                          Sincerely,
                          Daniel Wallace
                          3d Artist & Project Management Specialist
                          walldiv@gmail.com
                          Skype: Walldiv
                          LinkedIn: www.linkedin.com/pub/daniel-wallace/8b/798/b39/
                          Wix Profile: http://walldiv.wix.com/danwallace
                          Demo Reel: https://www.youtube.com/watch?v=2gdI...ature=youtu.be

                          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

                            @Sahkan,@Rama

                            android platform play Sound system crashClick image for larger version

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                            why?
                            Thanks?
                            Last edited by 马云飞; 12-03-2015, 04:09 AM.

                            Comment


                              So using the "Victory Save/Get Custom Var TYPE" nodes seem to haphazardly stick in memory.... only half as much? I'm using these in blueprint only at the moment... and when I save the variables on action - they write to the game.ini file successfully and accurately. . . . if I stop gameplay, change STRING types inside the .ini - and replay in editor... the old values stay the same.

                              HOWEVER - if I use a bool and do the same methods above - the values update when playing new sessions. I can flop between false/true and they update. . . it seems the strings are getting stuck in memory, never releasing and updating ont he file load/call to read the variables... just a hunch.

                              Anyone else noticing this, or am I doing something wrong?

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                              Sincerely,
                              Daniel Wallace
                              3d Artist & Project Management Specialist
                              walldiv@gmail.com
                              Skype: Walldiv
                              LinkedIn: www.linkedin.com/pub/daniel-wallace/8b/798/b39/
                              Wix Profile: http://walldiv.wix.com/danwallace
                              Demo Reel: https://www.youtube.com/watch?v=2gdI...ature=youtu.be

                              Comment


                                Originally posted by walldiv View Post
                                if I stop gameplay, change STRING types inside the .ini - and replay in editor... the old values stay the same.
                                The ini file is loaded when editor loads, you have to run the game from commandline (right click uproject and say launch game), and then close and relaunch game, if you want to see those ini values changing.

                                Otherwise you can close editor and restart editor.

                                ini files are meant for 1 time initial loading

                                You may want to write out your data to a string array instead of an ini file, I provide nodes to do this

                                just look up "save string" in context menu

                                Originally posted by 马云飞 View Post
                                @Sahkan,@Rama

                                android platform play Sound system crash
                                you should verify that returned sound cue is valid before using it! Let us know if an IsValid check returns true/false correctly and then prevents crash.

                                [QUOTE=walldiv;430717]Rama - searching through this huge 33 page cumbersome thread to try and find an answer - can I use "Victory Save Pixels" node with a different file format that .png?

                                I can write that functionality, why do you need a different format?



                                Rama
                                Last edited by Rama; 12-07-2015, 01:08 AM.
                                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

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