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

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    Hi all,

    I've been following this thread lately and have chanced upon a project to finally utilise the awesome features of the Victory Plugin.
    But i can't get this plugin to work on Mac.
    Can someone please share a installation setup to get this working on Mac?

    And also how can one use these features for mobile? Like the instanced static mesh feature for iOS and android?
    Any help would be grateful. I read the thread where someone else was trying to get the plugin work on mac.

    Thanks a ton Rama for the awesome work, but please share some guidelines on how i can get this to work.

    Comment


      Hi Rama,

      I've got some kind of stupid question. I wanted to use your "Load Texture 2D From File" plugin and it seems to work perfectly. The example setup you pictured does its job and shows the height and the width of the image loaded in the game. But I want to actually connect the loaded image to a material and use this material ingame. This way I want to achieve the possibility to change the texture od the material at runtime. How can that be done?

      Thanks a lot!

      Comment


        Originally posted by 3Dler View Post
        Hi Rama,

        I've got some kind of stupid question. I wanted to use your "Load Texture 2D From File" plugin and it seems to work perfectly. The example setup you pictured does its job and shows the height and the width of the image loaded in the game. But I want to actually connect the loaded image to a material and use this material ingame. This way I want to achieve the possibility to change the texture od the material at runtime. How can that be done?

        Thanks a lot!
        If I understand your correctly, you would make the texture a parameter in the material, then reference the material somewhere in your blueprints and call "Set Texture Parameter" to set it to the texture you just loaded.
        Easy to use UMG Mini Map on the UE4 Marketplace.
        Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

        Comment


          Hi 3Dler,

          Make your material - right click on the texture loader you're using and change it to the parameter version. Name the parameter (in the bottom left box) as ImageTexture or something.

          In you blueprint - probably off of the Begin Play node, make a create dynamic material node - and select your material as the source - promote the created texture to a variable. Set the material of your object or whatever to this texture using the set material node.

          Now you can drag off the new dynamic material variable and choose set texture parameter and feed any new texture into it - in the parameter box you need to type ImageTexture. You can feed the loaded texture into this.

          Good luck!
          Last edited by Dannington; 02-10-2016, 06:18 PM. Reason: Missed the parameter name

          Comment


            every time i want to package my project i get an error.. automation tool was unable to run successfully

            Comment


              Hi John & Dannington,

              first of all, thanks for your kind and fast answers. What I'm trying to do is:

              -Loading an image from a path and make it a texture
              -apply this texture to a material

              This way I want to achieve the possibility to change the texture in the PACKAGED game by changing the image which is applied to the material. So lets say, I've got a cube with a bird on it. The image of the bird lays at C:\\pictures\\texture01.jpg. If I swap this image to a picture of a dog (of course also named "texture01"), in the packaged game there should be a dog on the cube now, as the texture for the cube is loaded from the path C:\\pictures\\texture01.jpg.

              I managed to load the image. But I don't get how to say a material: "Use the image from this path". Can anybody help here?

              Below there's a screenshot which hopefully maked clear what I'm trying to achieve.

              Click image for larger version

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              EDIT: And I also can't package the game. First it takes extraordinarily long and than I get an unknown error.
              Last edited by 3Dler; 02-11-2016, 06:56 AM.

              Comment


                Hi 3Dler

                Here is what your material should (roughly) look like:

                Click image for larger version

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                And this is the BP - Because I didn't have Rama's plugin installed in this project I used the async image downloader - rama's loader is probably better for you, so just replace that node with rama's loader.

                Edit - Just to note, Rama's node is a pure one (green rather than blue), this means it doesn't need to be in the execution path. It's good to understand the difference - I think of the data being dragged out of these pure nodes when the node which is asking for it is executed. You may already know this or not. In your example, Rama's node would only be called if your 'Set - texture2d' node was executed (Which it isn't in your case - it's execution pins aren't connected to anything).

                Click image for larger version

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                Dan
                Last edited by Dannington; 02-11-2016, 07:48 PM. Reason: Clarity

                Comment


                  @Dannington

                  Thanks for helping out in my thread Dan!

                  ~~~

                  Originally posted by kinzua01 View Post
                  Hi all,

                  I've been following this thread lately and have chanced upon a project to finally utilise the awesome features of the Victory Plugin.

                  But i can't get this plugin to work on Mac.
                  Can someone please share a installation setup to get this working on Mac?

                  And also how can one use these features for mobile? Like the instanced static mesh feature for iOS and android?

                  Thanks a ton Rama for the awesome work, but please share some guidelines on how i can get this to work.
                  Someone in the community needs to help me out with a Mac version as I dont have a Mac so I can't reliably test for it

                  Regarding mobile, Epic is very careful that the features they release work with mobile, I believe instancd static meshes should work yes

                  ~~~

                  Originally posted by gozu View Post
                  Excellent work as always. I too would like a 4.11 version on Git. But i can wait, surely it wont be long now.

                  Good luck with Solus Rama :-)
                  Thanks!

                  ~~~

                  Originally posted by SudoEPM View Post
                  I'm on the latest version of the editor and I can't see the VictoryPlugin even if I pasted the folder in the Plugins folder... Any idea?
                  The "latest" version of the engine is a pre-release build not an official build, something that does seem to confuse a lot of people the way it is currently presented.

                  But a message clearly indicates that you should not be working on your main projects in 4.11 yet as it is not an official release.

                  The last official release is 4.10, that is what my plugin is still working with.


                  I wonder how Epic is going to handle everyone wanting their marketplace plugins updated to the pre-release engine builds...

                  Rama
                  Last edited by Rama; 02-11-2016, 06:53 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


                    Supporting Pre-Release Engine Builds

                    Originally posted by John Alcatraz View Post
                    I would be absolutely fine with compiling your plugin myself (I do that anyway since I use a custom build of the engine), so if you could provide only source for preview versions that would already be very helpful, if it saves you time because you don't have to compile them.

                    I have tried to manually compile your plugin for 4.11, but there were a few errors and I don't know how to fix them
                    Compiling is not the issue, constantly adding to and updating two engine versions worth of updates every time I want to add a node:

                    1. victory plugin editor version
                    2. victory plugin packaged binaries
                    3. victory plugin editor + packaged on media fire

                    is what takes the time

                    It is the distribution of the software that is taking me the time, not the software itself

                    Originally posted by RhythmScript View Post
                    Rama, is there usually a high labor cost associated with updating nodes to work with the newest engine versions?
                    The labor is in having to maintain two versions of updates. And I really am not getting very many donations at all, so maintaining Victory Plugin for two engine versions is just beyond my capacity when offering this whole plugin for free to the community.

                    Epic really needs to think about this issue when it comes time for marketplace plugins, because if everyone is so impatient to be on the not-entirely-stable-supposed-to-be-test branch, rather than the stable tested branch, it is going to bother everyone if all plugin makers dont always upload for the test branch.

                    But as I said, having to maintain two versions of the plugin becomes ridiculous.

                    I wonder why everyone wants the unstable-declared-to-be-test branch more than the official release?

                    The point of a test branch is for testing, not mainline development!

                    Yet everyone seems to move over to the latest and supposedly greatest, even though it is just a test branch.

                    What to do?

                    Perhaps for certain pre-release builds that are highly preferred, I would simply stop supporting the previous engine version and move on to the pre-release version.

                    I am under the presumption that this discussion will become a moot point within a few days, when 4.11 is released, but if it seems to be taking too long I will do the upgrade.



                    Rama
                    Last edited by Rama; 02-11-2016, 07:09 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


                      Victory Plugin Source Code

                      Originally posted by teak421 View Post
                      Hi Rama...

                      Curious... I went to your github and it says that its not been updated since September. Are you still allowing access to the source? Honestly, I learn by reading other people's code and if I do use it anyplace, you will get credit. Thanks for all your work!

                      teak
                      The latest source code is included in every download of my plugin from the links I include in my posts!

                      I have not had time to update the Git in addition to every other step involved in releasing a new victory plugin version.

                      You can always find the latest source code in the plugin download itself!



                      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 Dannington View Post
                        Hi Rama, i'm such a dummy with C++!

                        I've hijacked your blueprint function library tutorial code to try to get my machine's local IP address with this:

                        Code:
                        //Happy Message
                        virtual UMyBlueprintFunctionLibrary::GetHappyMessage()
                        {
                        
                        	return GetLocalHostAddr(FOutputDevice & Out, bool & bCanBindAll);
                        }
                        But it just winds up not compiling and throwing up problems with the SocketSubsystem.h include.

                        The sample code from the docs is

                        Code:
                        virtual TSharedRef< FInternetAddr > GetLocalHostAddr
                        (
                            FOutputDevice & Out,
                            bool & bCanBindAll
                        )
                        Any chance of a nudge in the right direction? This is the kind of bodgy assemblies I can return in python - I just don't get it with C++ (But i'd love to!)
                        In your build cs (either plugin or project level depending where you wrote your code), you have to add a public dependency to "HTTP",

                        Then that code should compile fine



                        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


                          Animated Vertex Locations

                          Dear Community,

                          This node lets you obtain the actual animated positions of a character, taking frame rate and physics/visual update into account!

                          ~~~

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

                          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

                          ~~~

                          Donations

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

                          Enjoy!



                          Rama

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                          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 Rama View Post
                            Compiling is not the issue, constantly adding to and updating two engine versions worth of updates every time I want to add a node:

                            1. victory plugin editor version
                            2. victory plugin packaged binaries
                            3. victory plugin editor + packaged on media fire

                            is what takes the time

                            It is the distribution of the software that is taking me the time, not the software itself a
                            What if you would only update your plugin once for a preview and only upload the editor version or only the source? You would add new nodes only to the stable one, and never touch the preview version again (unless Epic changes some C++ functions in a new preview that would make your plugin not compile). So you would only have to upload one single version once when Preview 1 is released.

                            Originally posted by Rama View Post
                            Epic really needs to think about this issue when it comes time for marketplace plugins, because if everyone is so impatient to be on the not-entirely-stable-supposed-to-be-test branch, rather than the stable tested branch, it is going to bother everyone if all plugin makers dont always upload for the test branch.

                            But as I said, having to maintain two versions of the plugin becomes ridiculous.

                            I wonder why everyone wants the unstable-declared-to-be-test branch more than the official release?

                            The point of a test branch is for testing, not mainline development!

                            Yet everyone seems to move over to the latest and supposedly greatest, even though it is just a test branch.

                            What to do?
                            Have you ever seen anyone who wants to do serious development on a Preview release? I think I made very clear that I only need your plugin to work with the Preview to be able to test the preview with a copy of my project and report new bugs to Epic so that they are fixed once I switch my real project to the new stable version. And I think this is how everyone handles it, since this is what previews should be used for

                            Originally posted by Rama View Post
                            Perhaps for certain pre-release builds that are highly preferred, I would simply stop supporting the previous engine version and move on to the pre-release version.

                            I am under the presumption that this discussion will become a moot point within a few days, when 4.11 is released, but if it seems to be taking too long I will do the upgrade.

                            Epic said 4.11 will be released in March, so its still quite a while, way more than a few days
                            Easy to use UMG Mini Map on the UE4 Marketplace.
                            Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

                            Comment


                              I can get Victory running fine on my mac - with a little adjustment. Rama probably won't like this solution but...

                              There are a couple of functions where there's an error about a class not being allowed to return a 'False' bool - I think it's some node which finds sockets on a character or something. My solution - because I never use these nodes - is to just comment out the class from the .h and the .cpp files.

                              This also applies to compiling for 4.11 For my purposes I just commented out the functions which didn't work - it's a bit of a nasty hack, but it works perfectly for me as I don't use these character based nodes.

                              Get your hands a bit dirty is my suggestion! I keep tinkering hoping I'll suddenly understand C++ (It hasn't happened yet)

                              What would probably help Rama is a copy of the error messages from X-code. I think it's only about 3 classes which all return this error about bools (for Mac 4.10).

                              Dan

                              Comment


                                Rama... I just download the latest version and all I see is the binaries directory. But, I've got an older version that has a source directory. Am I missing something? Thanks.

                                teak
                                "A little bit of nonsense now and then is cherished by the wisest men..."
                                -- Willy Wonka

                                Smooth Zoom Camera Plugin for 4.22 here.

                                Comment

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