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

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

    Dear Community,

    I've decided to create my own C++ Blueprint Function Library of any functions that I've written that think you will find useful!

    A Blueprint Function Library is a set of blueprint nodes that you can access from any blueprint, any time!

    These are functions you can call from AnimBlueprints, Character blueprints, level blueprints, anywhere!

    Because this is a plugin, you dont have to do any code compiling and can use my BP nodes in a content-only project!

    ~~~

    Download Links

    4.23 (win32, win64, editor, dev packaged, and shipping)
    https://www.mediafire.com/file/2jedu...gin23.zip/file

    ♥ Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you ♥

    1. Win64 Development
    2. Win64 Shipping <~~~~~~ NEW!
    3. Win32 Development
    4. Win32 Shipping

    Please see my instructions for Packaging UE4 Plugins With Your Game.

    ~~~

    Prior Engine Versions

    4.11: http://www.mediafire.com/download/jp...ryPlugin11.zip

    4.12: http://www.mediafire.com/download/g4...ryPlugin12.zip

    4.13: https://www.mediafire.com/?7kt9fepwa1pgs0y

    4.14: http://www.mediafire.com/file/7915cu...ryPlugin14.zip

    4.15: https://www.mediafire.com/?6nne04gd74emnzu

    4.16: http://www.mediafire.com/file/ieovbd...ryPlugin16.zip

    4.17: https://www.mediafire.com/file/ocm8o...ryPlugin17.zip

    4.18: http://www.mediafire.com/file/8slx62...ryPlugin18.zip

    4/19: http://www.mediafire.com/file/org12p...ryPlugin19.zip

    4.20: http://www.mediafire.com/file/advi8v...gin20.zip/file

    4.21: https://www.mediafire.com/file/ryxdp...gin21.zip/file

    4.22: https://www.mediafire.com/file/87hgn...in422.zip/file

    ~~~


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



    Rama

    ~~~

    Github Repository

    If you'd like to contribute code to my Victory Plugin you can do so here!

    Github Link
    https://github.com/EverNewJoy/VictoryPlugin

    ~~~

    Download Link

    Epic Wiki Link
    https://wiki.unrealengine.com/Rama%2...lugin_Download

    Just get the most recent version

    ~~~

    Entire Source Code For You!

    I am including the entire source code for the plugin and the actual nodes in the download!



    Rama

    ~~~

    Victory BP Library Copyright Permissions

    Originally posted by DennisSoemers View Post
    Hey Rama, a quick question. Is the code included in the download completely free to use for any and all purposes? I don't believe it contains any document that describes permissions as to what it's allowed to be used for? And yes, I realize touching the code is not strictly necessary, but in some cases I would prefer to just use the C++ code directly instead of the blueprints.
    Yes the code is free to use anywhere you want!

    I only request that you mention me in the credits for your game in the way that feels most appropriate to you, thereby honoring my contributions.

    I prefer to be mentioned as simply "Rama"



    Rama

    ~~~

    Video Installation Instructions

    Video Guide to Installing Victory Plugin

    By Sahkan


    Here's a guide to installing my Victory Plugin, thanks for making it Sahkan!




    ~~~

    Update:

    Blueprint Nodes Now Work in Shipping Builds

    Special thanks to Lion for sending me an updated version of my plugin code that works with shipping builds!

    The vertex editor mode is still there, but the BP Nodes portion is a separate module now and will compile when my nodes are included in a packaged game.

    thanks Lion!

    ~~~

    Newest Nodes!

    Get Controller ID ~ takes in player controller and gives the ULocalPlayer's ControllerID

    Get Player State PlayerID ~ returns the replicated unique PlayerID for the supplied Player Controller!

    Get Current Operating System Time ~ Retrieve your local current time, milliseconds, seconds, minutes, hours, day, month, year!

    Get Time Since Previous Recorded Time ~ Retrieve the difference in time since your chosen previous time! You can record down to the sub-millisecond level, and up to hours!

    Get Difference Between Any Two Times ~ With this node you can compare any two times that you've recorded using my node above!

    You can store as many moments in time as you want using my above node, the time is recorded as string that I can parse back into actual DateTime struct data!


    Get Supported Screen Resolutions for End User's Current Display Adapter
    https://forums.unrealengine.com/show...ll=1#post26535

    Get Current OS Platform (Win,Mac,Linux,PS4,XboxOne,Android,iOs,HTML5, etc)
    https://forums.unrealengine.com/show...ll=1#post59742

    ~~~

    Video of my BP Rag Doll System With Follow Camera

    Included in these BP nodes is a set of nodes to enable you to activate/deactivate ragdoll any time you want, WITH a built-in follow camera during ragdoll!

    Here is a video of exactly what I am providing in these nodes, I used these nodes to make the video.



    ~~~

    Pictures

    Here are some pics of a few of the nodes I am giving you below!

    Get Recently Rendered / Not Rendered Actors
    Click image for larger version  Name:	renderedactorshappy.jpg Views:	1 Size:	150.2 KB ID:	1134322

    Get Character Bone Current Locations
    Click image for larger version  Name:	characterbonelocations.jpg Views:	2 Size:	169.5 KB ID:	1134318

    Trace for Closest Socket
    Click image for larger version  Name:	picofclosestsocket.jpg Views:	2 Size:	238.0 KB ID:	1134319

    Victory Ragdoll System, Including Follow Camera
    Click image for larger version  Name:	ragdollgraph.jpg Views:	3 Size:	265.6 KB ID:	1134320

    Trace Data With Skeletal Mesh
    Click image for larger version  Name:	tracedata_from_mesh_and_getskelmesh.jpg Views:	2 Size:	212.0 KB ID:	1134321


    5 More Pictures, Enjoy!
    https://forums.unrealengine.com/show...ll=1#post26153


    ~~~

    Installation

    1. put the .zip contents in a folder in your main directory where your .uproject is, called "Plugins" (name most be precise)

    2. open editor and go to window->plugins

    3. make sure my Victory Plugin is checked off as being active

    4. restart editor

    5. go to a blueprint, turn off context sensitive, look up "Victory" and you should see a lot of new blueprint nodes / functions!



    6. If you want to use the vertex snapping feature as well, please see installation instructions here:

    https://wiki.unrealengine.com/Rama%2...n#Installation

    ~~~

    Current List of Functions (48 Nodes Total)



    ~~~ Recently Added ~~~


    ~~~ Frame Rate / Graphics Options ~~~

    Set Max Frame Rate

    Set Frame Rate To Be Unbound!



    4 New Nodes

    Max of Float Array

    Max of Int Array

    Min of Float Array

    Min of Int Array


    https://forums.unrealengine.com/show...ll=1#post77775

    ~~~

    Get Current Operating System Time
    https://forums.unrealengine.com/show...ll=1#post65910

    Get Time Since Previous Record Timed
    https://forums.unrealengine.com/show...ll=1#post65910

    Get Difference Between Any Two Recorded OS Times
    https://forums.unrealengine.com/show...ll=1#post65920


    Get Supported Screen Resolutions for End User's Current Display Adapter
    https://forums.unrealengine.com/show...ll=1#post26535

    Combine Strings ~ Combine two strings with optional separator and labels
    https://forums.unrealengine.com/show...ll=1#post26535

    Clone Static Mesh Actor (during game time)
    https://forums.unrealengine.com/show...ll=1#post26262

    Teleport Actor to Actor
    https://forums.unrealengine.com/show...ll=1#post25769


    ~~~ File IO ~~~

    ~ SaveStringTextToFile - Save human-readable text to a file of your choosing.



    ~~~ ViewPort & Mouse Cursor ~~~

    The Set/Get Mouse Position nodes work directly with the player's viewport, and do not require access to the HUD canvas.

    ~ Set Mouse Position - SET the mouse position to any values of your choosing!
    ~ Get Mouse Position - Get the current mouse position, will be consistent with results of SET Mouse Position

    ~ Get Center Of Viewport - Obtain the coordinates of the center of the viewport! Works in PIE as well as standalone game instances

    ~~~

    ~~~ Traces ~~~

    TraceData - Calculates the Start and End for a new Trace for use with any trace node of your choosing!

    ~ TraceData Get Trace Data From Character Socket - You pick the rotation, and only need to supply the actor (really a character, but casted internally for your convenience), and a socket name, and a trace length. Optionally you can draw the trace data as a thick 3D line so you can visualize what the actual trace will do

    ~ TraceData Get TraceData From Skeletal Mesh Socket - You pick the rotation, and only need to supply the Skeletal Mesh Component, a socket name, and a trace length. Optionally you can draw the trace data as a thick 3D line so you can visualize what the actual trace will do


    ~ Trace For Character Mesh, Closest Bone Pass in just 3 simple variables, Trace Start, Trace End, and the Trace Owner. Get Back: Hit Location, Hit Normal, Name of Closest Bone to the impact, the location of that Bone, and the Actor/Character that was hit.

    ~ Trace For Character Mesh, Closest Socket: Pass in just 3 simple variables, Trace Start, Trace End, and the Trace Owner. Get Back: Hit Location, Hit Normal, Name of Closest Socket to the impact, the location of that Socket, and the Actor/Character that was hit.


    ~ Get Character's Mesh Component Retrieve the Mesh component of a character, IsValid let's you know whether the return value is valid or not, so do a branch to check

    ~ Get Bone Locations Returns an array of all the bone locations on the Character. The Character's Mesh component must be valid for this to work. Returns false if the operation could not occur.


    ~~~ Closest Point to Source Point Calculation ~~~

    ~ Closest Point to Source Point : Takes in an array of points and finds which one was closest to the source point. Returns: what the minimum distance was, as well as the vector that was closest to Source.


    ~~~ Rendering ~~~


    ~ Freeze Game Render

    ~ UnFreeze Game Render

    ~ Game Window is the Foreground window in the OS: - works in PIE and Standalone game instances

    You can combine the above to freeze the game render whenever the game window is not the foreground in the OS !

    ~ Get Array of Currently Rendered Actors - Retrieve array for use with foreach loop, iterating over all currently rendered actors. You can choose what time interval is recent enough, I default to 0.01 seconds.

    ~ Get Array of Currently NOT Rendered Actors Detailed Info and Pics[/URL])
    - Retrieve array for use with foreach loop, iterating over all currently NOT rendered actors. You can choose what time interval is recent enough, I default to 0.01 seconds.


    ~~~ Aim Offsets ~~~


    ~ Aim Offsets, For Use With Blend Spaces in probable range of -90,90 to 90,90

    ~ GetAimOffsets - Original Inspiration for this BP Library, This is a Blueprint version of the same core c++ code as Shootergame uses. With this function you can create a blendspace using 9 animations for the nine directions to create an equivalent of the UE3 Aim Node. You plug the results of this function straight into your Aim Blendspace. See Shootergame example for exact details.

    ~ GetAimOffsetsFromRotation - Instead of assuming you want to get the character's aim based on the controller, you can use this version to supply the rotation in world space that you want the character to aim to.


    ~~~ 3D Drawing ~~~


    ~ Drawing 3D Lines of Chosen Thickness


    ~ Thick3DLineBetweenActors - Draw a 3D line of your chosen thickness and duration between two Actors! You can use the BP color pick to pick line color!

    ~ Thick3DLineFromCharacterSocket - Draw a 3D line of your chosen thickness and duration from a specified Character Mesh Socket to your chosen destination. You can use the BP color pick to pick line color!

    ~ Thick3DLineFromSocket - Same as above, but you can use any mesh of your choosing.


    ~~~ Misc ~~

    ~ Get Object/Actor Name As String - Get the name of any actor, component, or anything at all, as a String.

    Identify whether game logic is running in Editor,PIE,or Game World!

    [B]~ Set Scene Component Mobility

    Convenience
    ~ GetControllerRotation - Get the Character's controller's rotation, fast way to get PlayerController or AIController rotation!

    Conversions

    ~ RotatorToVector
    ~ VectorToRotator



    ~~~ Misc 2: Colors and Math ~~~


    ~ Change Hue

    ~ Change Saturation

    ~ Get Float As String With Precision - Get a float as a string with your chosen precision, the re-precisioned float is rounded appropriately. Enjoy!

    ~ GetSocketLocalTransform - Accessor to this c++ function for your convenience, enjoy


    ~~~ My Fully Toggle-able Ragdoll Physics System ~~~


    Below is the entire graph using my nodes to toggle ragdoll physics mode with the press of a button, while also causing the camera to stay up to date with the position of the ragdoll as it flies around!

    See video above!

    ~ Initialize Victory Rag Doll - you need to have two variables in your blueprint to store the output of this node. Note that you only call this node ONCE. If you call while character is in ragdoll it will not work correctly So I call this at game start with EventReceiveBeginPlay. The output is in relative Character space, not world space so once it is obtained once it is always correct.

    ~ Is In Rag Doll - Very useful for creating a Rag doll toggle system

    ~ Enter Rag Doll - The supplied actor is converted to a Character for your convenience, returns false if operation could not occur. Checks whether the character has a physics asset for you.

    ~ Leave Rag Doll - Here is where you use the output from Initialize Victory Rag Doll to restore the character to proper orientation. This part took me a while to figure out!

    ~ Update Character Camera - My gift to you, causes the camera to stay up to date with the ragdoll as it moves around, but does so SMOOTHLY. Took me a while to get this just right. You can adjust the interpolation speed / how fast the camera keeps up with the ragdoll. The offset determines how high above the ragdoll the camera tries to stay.
    Last edited by Rama; 09-06-2019, 05:24 PM.

  • replied
    this is bit far fetched... but any advice how to get this working with 4.19 NVIDIA flex?

    i can make it work with 4.19 regular engine but not with nvidia flex.

    Leave a comment:


  • replied
    Hey Rama,

    Firstly, thank you for the opportunity of using your Victory plugin.
    I'm not a C++ programmer, however, have VS2017.
    Please, could you tell me the correct install procedure for your plugin.

    Thank you and kind regards,

    Smudgy

    * UPDATE *
    Managed to get it loaded, many thanks for this.
    Quick question, after using Victory Create Proc, to open an external application (works a treat by the way), how can you close it, is there a separate function for this?

    I would be more than willing to pay for your services to provide this functionality.

    All the best.
    Last edited by smudgy67; 09-14-2019, 06:24 AM.

    Leave a comment:


  • replied
    Thanks for fast update Rama, you rock!

    Leave a comment:


  • replied
    Originally posted by Rama View Post
    Victory Plugin for UE4 4.23 Update



    Hi there!

    Welcome to the UE4 Forums!

    And hello everyone else in the UE4 Community!

    Here is Victory Plugin 4.23!

    https://www.mediafire.com/file/2jedu...gin23.zip/file

    ~~~

    Special Thanks

    Special thanks to github contributor Firefly74940 for contributing the 4.23 required changes:
    https://github.com/EverNewJoy/Victor...832383723794c6



    Rama

    PS: To everyone who has posted questions, sorry I am so busy, I will process your questions as soon as I can! I am deep in development on my game
    Fantastic, thanks a lot Rama for updating it so quickly! Good luck with your game

    Leave a comment:


  • replied
    Victory Plugin for UE4 4.23 Update

    Originally posted by RafaLL92 View Post
    Hi Rama! Any ETA on the 4.23 version of your plugin? Thank you
    Hi there!

    Welcome to the UE4 Forums!

    And hello everyone else in the UE4 Community!

    Here is Victory Plugin 4.23!

    https://www.mediafire.com/file/2jedu...gin23.zip/file

    ~~~

    Special Thanks

    Special thanks to github contributor Firefly74940 for contributing the 4.23 required changes:
    https://github.com/EverNewJoy/Victor...832383723794c6



    Rama

    PS: To everyone who has posted questions, sorry I am so busy, I will process your questions as soon as I can! I am deep in development on my game
    Last edited by Rama; 09-06-2019, 05:30 PM.

    Leave a comment:


  • replied
    Hi Rama! Any ETA on the 4.23 version of your plugin? Thank you

    Leave a comment:


  • replied
    Originally posted by frostic View Post

    what package is free on the MP? I can't seem to get this plugin to work and i need to load wav files from application folders and cant find a way.
    Hi. Look for LE Extended Standard Library. Not sure it has the functionality you want, but its similar to Victory.

    teak

    Leave a comment:


  • replied
    Hi everyone!

    I'm busy trying to package my first project, but it's not allowing me to, packaging keeps failing after spitting out the error:"error CS0101: the namespace '<global namespace>' already contains a definition for 'VictoryBPLibrary'"

    I've got the Plugin files inside the Engine folder as per instructions, (https://forums.unrealengine.com/deve...d!=&viewfull=1)

    The plugin files that are supposed to go in the project folders are also where they're supposed to be, in D:\Work\Project - SOCpuppet\SOCpuppet\Plugins\VictoryPlugin422.

    Can anyone help me fix this issue quick? It's pretty urgent that this be packaged by tomorrow.

    Leave a comment:


  • replied
    Originally posted by teak421 View Post

    Because there is another package already available that does similar things...its also free. There is another BP only package that tried to get on the MP but was denied for that reason.

    teak
    what package is free on the MP? I can't seem to get this plugin to work and i need to load wav files from application folders and cant find a way.

    Leave a comment:


  • replied
    Good Evening
    I have noticed the function Load String Array from File have no support for words written in brazilian portuguese.

    When I save a text file outside the UE4 (inside project folder's) the text saved is "??B".

    Leave a comment:


  • replied
    "Load Object from Asset Path" fails to get a "Primary data asset" , can you fix that, please?

    Attached Files

    Leave a comment:


  • replied
    Originally posted by HazelWitcht View Post
    Dear Rama,

    victory create proc

    sorry , i am not really sure how to use the node,

    Full Path Of Program to Run: my file(bat.exe,png......) Path?

    and what`s Commandline Arg Should I to put in?

    thanks
    In case you still haven't found what to do with Commandline Args. It could be the name of the file which you're trying to launch with the program to .exe of which you've pointed in Full Path of Program to Run

    For example:

    Click image for larger version

Name:	Create-Proc.png
Views:	1
Size:	53.8 KB
ID:	1648585

    Or you could input full path for the file into Make Array node instead of Optional Working Directory:

    Click image for larger version

Name:	Create-Proc-2.png
Views:	1
Size:	53.7 KB
ID:	1648586

    Make sure to wrap the whole string with "" if your Array element path/name has any spaces in it. Otherwise Windows will split your command line argument into multiple arguments, separated where the spaces were.

    Leave a comment:


  • replied
    Originally posted by inedible.red View Post
    "capture component 2d save image" is not saving alpha in PNG and it's crashing using BMP
    Well i tried using it in BP and it worked just fine.
    Now i'm trying to do the same thing in c++ with the exact same data and like i said i can't event build the project because of missing includes in my own plugin but located at Victorys Plugin.

    Leave a comment:


  • replied
    "capture component 2d save image" is not saving alpha in PNG and it's crashing using BMP

    Leave a comment:

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