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Thread: Rama's Multi-Threaded Dynamic Pathing System, Full Physics Support

  1. #121
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    Smile Food for thought

    Hi Rama!
    I've been a long time (lurking) watcher of this thread and figured I'd say hi and put in some input on your system thus far

    I think one of the next steps to truly level-up your AI system would be to add cooperative AI goals for AI to accomplish certain tasks they could not do by themselves. You can for example have:


    • Have 2 AI work together to push up the other AI to a previously inaccessible ledge.
    • Detection that a fellow AI is in trouble than seek out & protect it using a swarm/hive-mind type behaviour e.g. a medieval game where all the AI with shields lock into each other when a arrow-storm is upon them
    • A physics based object is blocking the path to an objective and the AI can work together in numbers to move the obstacle.
    • And much much more


    I believe another improvement you could make and which would be pretty straightforward to implement, would be the ability for AI to recognise edges of an object when path-finding and depending on whether it is above or below, decide whether to climb up the ledge or drop down the ledge/hole to the level below.

    Just for giggles you could perhaps make an ant colony AI path-finding system to allow AI to allign themselves into structures to get to previously inaccessible heights e.g. making a human pyramid/ladder/slop.

    Food for thought



    Moreover,
    Have you heard of Kythera AI? I've been following them since Umbra was first announced as a showcase piece on Crydev.net back in the day

    Star Citizen now uses their middleware as well

    Anyhow,
    My point to all of this is that you might be able to gain some new ideas for your own AI path-finding system and perhaps also work out ways to make improved versions of features within Kythera AI for Unreal Engine 4.

    Some interesting Case Studies you should consider reading:




    P.S.
    How's things going with your AI pathfinding system by the way, I hope all is well?
    Regards,
    Benjamin D. Smith

    Founder & CEO | Binary Sword Pty Ltd
    Currently working on: ODIN Tracker (UE4 Plugin)

  2. #122
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    Sounds like you were able to dive very deep into the engine.

    What are the advantages of this over the built in pathfinding using nav meshes?

  3. #123
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    The Rainbow Warrior



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    Red face

    @Benjaim.Smith

    lovely to hear from you Ben!

    I am uploading my latest AI Jump Pathing video right now!

    Quote Originally Posted by illYay View Post
    Sounds like you were able to dive very deep into the engine.

    What are the advantages of this over the built in pathfinding using nav meshes?
    I've used both, UE4 pathfinding / navmeshes are awesome!

    My Custom Support for Huuuge AI Creatures and Terrains!

    In the project for my book on UE4 C++ I use both UE4 pathing and my own nav mesh generation system + pathfinding C++ system (multi threaded of course) because the creatures in my game are huge and I wrote my own nav mesh generation algorithm to support huuuuge areas of terrain.

    Rama
    Last edited by Rama; 03-19-2015 at 12:58 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

  4. #124
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    Quote Originally Posted by Rama View Post
    @Benjaim.Smith

    lovely to hear from you Ben!

    I am uploading my latest AI Jump Pathing video right now!
    Attached Images Attached Images  
    Regards,
    Benjamin D. Smith

    Founder & CEO | Binary Sword Pty Ltd
    Currently working on: ODIN Tracker (UE4 Plugin)

  5. #125
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    The Rainbow Warrior



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    Rama's C++ AI Jumping System

    Here's my latest video of my C++ AI Jump Pathing system!

    I prove to you in the video that I am using just multi-threaded C++ to dynamically calculate AI Jump pathsfor my AI units to follow the player through many complex jumping sequences!

    1. I am using just C++ coding, no helpers in the editor!

    2. Listen to me make lots of funny noises as my AI jumps all over the place!

    3. Watch my AI do things that amaze me!

    ~~~

    Video



    Once again, I am doing all the jumping calculations dynamically via C++ using the nav areas and my custom path following component!

    ~~~

    Mult-Threaded

    The code I use in this video is multi-threaded using the UE4 C++ Task Graph system:

    UE4 Wiki Link
    https://wiki.unrealengine.com/Multi-Threading:_Task_Graph_System


    Enjoy!

    Rama
    Last edited by Rama; 03-19-2015 at 05:17 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

  6. #126
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    Quote Originally Posted by Rama View Post
    Great stuff as usual!
    This would be especially awesome for monster AI, which would make it very challenging for the player to hide or escape.

  7. #127
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    Awesome !
    Check out my game OldSchool Nightmare : http://www.indiedb.com/games/oldschool-nightmare


  8. #128
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    The Rainbow Warrior



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    Quote Originally Posted by Jacky View Post
    Great stuff as usual!
    This would be especially awesome for monster AI, which would make it very challenging for the player to hide or escape.
    You gave me a great idea!

    I'm going to have the AI simply try to push the player off of ledges!

    That'll be fun!

    Hee hee!



    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

  9. #129
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    The Rainbow Warrior



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    Enjoy video of my most entertaining Jumping AI Work so far!

    Full description



    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

  10. #130
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    The Rainbow Warrior



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    Hyper Intelligent Golden PhysX Balls

    Did you know I trained physics simulating Golden Balls to use the UE4 Pathing system?!

    What you see in this video is not programmed via matinee or editor helpers!

    It's all UE4 nav mesh pathing + my PhysX path following component!

    In the video I am drawing the UE4 path thet they are following!

    Hee hee!



    Rama
    Last edited by Rama; 03-22-2015 at 09:23 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

  11. #131
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    The Rainbow Warrior



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    AI Jumping To Reach Goals

    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

  12. #132
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    The Rainbow Warrior



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    Training PhysX Characters to navigate narrow ledges!

    In this video I trained my Physics-simulating AI units to stay on narrow ledges!

    My final algorithm to do what you see in this video ended up being only about 3 lines of code!

    I show before and after video segments so you see what I achieved!

    I did all of this with a C++ custom UE4 path following component, using the UE4 navigation system.

    ~~~

    My Goals

    Goal 1: To enable PhysX-simulating characters to use UE4 Navigation system

    Goal 2: To enable such PhysX-simulating characters to not fall off of every ledge as they try to path along narrow ledges to get to the player, without cheating / using Editor helpers or making it look artificial/clunky! The final movement still needs to look natural and PhysX-y !

    All goals achieved by end of video!



    Enjoy the video!

    Rama

    PS: Yes I did say PhysX-y! You know what I am talking about!
    Last edited by Rama; 03-26-2015 at 01:05 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

  13. #133
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    Wow Rama this is some awesome stuff! <3

  14. #134
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    Been a while since I've had a chance to check out your works, awesome as always Rama. Keep it up! =)

  15. #135
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    The Rainbow Warrior



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    Quote Originally Posted by CosmicGiant View Post
    Wow Rama this is some awesome stuff! <3
    Hee hee! great to hear from you CosmicGiant!

    Quote Originally Posted by SE_JonF View Post
    Been a while since I've had a chance to check out your works, awesome as always Rama. Keep it up! =)
    Thanks SE_JonF!

    ~~~

    Featured on Epic Twitch Stream Today

    Epic Twitch Stream Link
    http://www.twitch.tv/unrealengine/b/641812681

    Have fun today everyone!



    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

  16. #136
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    Name:  22703_10153233938521289_2614689692469660010_n.jpg
Views: 4764
Size:  9.0 KB




    Great endeavor here.

  17. #137
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    The Rainbow Warrior



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    PhysX Simulating Characters Pathing Over Dynamically Generated Ledges!



    In this video you get to watch as I construct a section of level using my in-game level editor tools!

    Then my physX-simulating ball characters are able to path over the ledges using the ledge-path AI I developed and demo in a prior video!

    ~~~

    In-Game Editor Tools

    Again this video is a fun demonstration of my in-game editor tools that are used to build levels while the UE4 Editor is closed!

    Watch my AI units easily path over and through these runtime user-generated sections of level!

    ~~~

    UE4 Nav Mesh Rebuild At Runtime

    This video shows off how good UE4 rebuild at runtime is, as you watch the AI find my player unit amongst dynamically generated pieces of level that you watch me build during the video!


    As I say in my conclusion to the video:

    Yay for UE4 Navigation Rebuild-At-Runtime!



    Rama
    Last edited by Rama; 03-30-2015 at 07:36 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

  18. #138
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    The Rainbow Warrior



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    Rama's In-Game Level Editor

    (bump of above video)


    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

  19. #139
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    Nice new stuff !
    Check out my game OldSchool Nightmare : http://www.indiedb.com/games/oldschool-nightmare


  20. #140
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    The Rainbow Warrior



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    UE4 AI Pathing With Skeletal Meshes!

    Full description



    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

  21. #141
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    Pretty darn nice.

  22. #142
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    Luminary
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    This is awesome RAMA!

    Keep up the awesome work

  23. #143
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    The Rainbow Warrior



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    Quote Originally Posted by Ariegos View Post
    Pretty darn nice.
    Hee hee! * Blushes *

    Quote Originally Posted by HeadClot View Post
    This is awesome RAMA!

    Keep up the awesome work
    Thanks! Great to hear from you!



    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

  24. #144
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    Any chance you could share some of the code for the jumping? ( I haven't seen whether you have already or not )

  25. #145
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    Hey Rama,

    Awesome work! I can't tell you enough how many times your posts and answers scattered throughout the Unreal World, have helped steer me in the right direction on multiple occasions.

    I have been trying to do a similar path finding jump as your videos above, but am getting stuck on one part, On your #140 comment , the video shows some dynamic path finding and jumps being made by the AI to get to the player. I have been looking at the Recast Nav mesh and am able to find the nearest poly and the get all polys methods you posted but the find nearest seems to only return a poly on the same area and the find all polys returns everything it seems. Is there a find nearest poly between two areas? I cant seem to find a query function that finds where the AI should start its path at, given the player being a couple jumps away. In your example video, I see you have two poly areas being highlighted the yellow ones that signal where the AI should move to and the green ones that signal where to jump to. Is it possible to shed some light on how to get those polys? I don't care about sharing code as much as just an explanation of the idea you used, as I still want to learn for myself, just cant seem to figure out a way to accomplish that part.

    Thanks Rama!

  26. #146
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    The Rainbow Warrior



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    Quote Originally Posted by yesNinja View Post
    Hey Rama,

    Awesome work! I can't tell you enough how many times your posts and answers scattered throughout the Unreal World, have helped steer me in the right direction on multiple occasions.
    Yaay! I'm glad to have helped out!

    Quote Originally Posted by yesNinja View Post
    Is it possible to shed some light on how to get those polys? I don't care about sharing code as much as just an explanation of the idea you used, as I still want to learn for myself, just cant seem to figure out a way to accomplish that part.

    Thanks Rama!
    That was actually the most complex part, I did a bunch of geometric tests to identify the proper points using FBox and line tests.

    After obtaining the FBox that represents each poly, I then did a bunch of tests to see which one was the best for the unit to use

    Here's the function I created in my custom PathFollowingComponent to initiate my geometric tests:

    Code:
    //Verts
    bool NavPoly_GetVerts(const NavNodeRef& PolyID, TArray<FVector>& OutVerts);
    
    //Bounds
    FBox NavPoly_GetBounds(const NavNodeRef& PolyID);
    
    //Choose Which Nav Data To Use
    FORCEINLINE const ANavigationData* JoyGetNavData() const
    {
    	const FNavAgentProperties& AgentProperties = MovementComp->GetNavAgentPropertiesRef() ;
    	const ANavigationData* NavData = GetNavDataForProps(AgentProperties) ;
    	if (NavData == NULL)
    	{
    		NavData = GetMainNavData();
    	}
    	   
    	return NavData;
    }
    
    //~~~
    bool UJoyPathFollowCompHighest::NavPoly_GetVerts(const NavNodeRef& PolyID, TArray<FVector>& OutVerts) 
    {
    	//Get Nav Data
    	const ANavigationData* NavData = JoyGetNavData();
    	 
    	const ARecastNavMesh* NavMesh = Cast<ARecastNavMesh>(NavData);
    	if(!NavMesh)
    	{
    		return false;
    	}
    	
    	return NavMesh->GetPolyVerts(PolyID,OutVerts);
    }
    
    //Get Box of individual poly from verts
    FBox UJoyPathFollowCompHighest::NavPoly_GetBounds(const NavNodeRef& PolyID)
    {
    	TArray<FVector> Verts;
    	NavPoly_GetVerts(PolyID,Verts);
    	
    	FBox Bounds(0);
    	for(const FVector& Each : Verts)
    	{
    		Bounds+=Verts;
    	}
    	
    	return Bounds;
    }
    ~~~

    Geometric Analysis Using FBox

    I had to do all the geometric analysis myself!

    I recommend you check out all the convenience functions in:

    UnrealMathUtility.h

    and

    Box.h

    These are the basic tools you can use to do the analysis yourself to find the best spot!

    ~~~

    Essential Function

    I especially recommend checking out a fast trace you can do using a Line Box intersection:

    UnrealMathUtility.h

    Code:
    /** Determines whether a line intersects a box. */
    static bool LineBoxIntersection( const FBox& Box, const FVector& Start, const FVector& End, const FVector& Direction );
    
    /** Determines whether a line intersects a box. This overload avoids the need to do the reciprocal every time. */
    static bool LineBoxIntersection( const FBox& Box, const FVector& Start, const FVector& End, const FVector& Direction, const FVector& OneOverDirection );
    
    /* Swept-Box vs Box test */
    static CORE_API bool LineExtentBoxIntersection(const FBox& inBox, const FVector& Start, const FVector& End, const FVector& Extent, FVector& HitLocation, FVector& HitNormal, float& HitTime);
    ~~~

    Multi-Threading

    I multi-threaded my final solution to result in best performance.

    ~~~

    Good Luck!

    I look forward to hearing about your chosen implementation!



    Rama
    Last edited by Rama; 08-04-2015 at 10:36 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

  27. #147
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    The Rainbow Warrior



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    Red face AI Dodge Wiki

    Dear Community,

    I've just posted a C++ wiki on implementing an AI Dodge mechanic!

    In just a few lines of code I show you how you can tell an AI unit to dodge left or right, and how far, and also ensure the UE4 Navigation System will find the calculated dodge point using Nav Mesh Projection!

    AI Dodge Wiki
    https://forums.unrealengine.com/showthread.php?299-Wiki-Code-Tutorials&p=348246&viewfull=1#post348246

    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

  28. #148
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    Hi Rama,
    Just want to know, you remake navigation system or add extra validation on unreal path finding system?
    this is can be implementable to big landscape like open world game? because you got all polys..


  29. #149
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    The Rainbow Warrior



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    Quote Originally Posted by n0sam3 View Post
    Hi Rama,
    Just want to know, you remake navigation system or add extra validation on unreal path finding system?
    this is can be implementable to big landscape like open world game? because you got all polys..

    I am using UE4 navigation system for my more recent jump pathing videos, I've also created my own navigation systems / nav mesh / AI path following, from scratch!

    Epic has a nice way to stream in nav meshes, and also nav meshes can be separated, so that the lookup of all polys is local to the units nearest nav mesh, meaning I am not looking up all polys in the entire open world



    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

  30. #150
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    The Rainbow Warrior



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    Red face

    Rama's Physics Character Pathing System

    One of my favorite AI Victories!

    I overrode and rewrote large portions of Epic's Character AI Pathing system to work with physics simulating characters!

    There's no native support for this, but using some of my own functions that I've been writing for my physics multiplayer game, I was able to do it!

    Epic very nicely exposed as virtual all the functions I needed to override, thank you Epic!


    Here is the result!



    ~~~

    PhysX Creature That Can Navigate the UE4 World ~ Evolution

    I then evolved this system into my own game here:



    ~~~

    PhysX Creature Navigating In Dynamically Generated World

    This core C++ coding research then enabled me to do what you see in this video with my in-game level editor and some physx-simulating ball creatures!





    Rama
    Last edited by Rama; 11-09-2015 at 06:43 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

  31. #151
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    Infiltrator
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    Very awesome AI pathing projects Rama, thanks for sharing.

  32. #152
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    Was looking over the thread, and this could possibly be pretty useful to me, as I am always in search of the next optimization. In regards to the cow mesh + animation, are your cows able to do this:?


  33. #153
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    The Rainbow Warrior



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    Quote Originally Posted by SaviorNT View Post
    Was looking over the thread, and this could possibly be pretty useful to me, as I am always in search of the next optimization. In regards to the cow mesh + animation, are your cows able to do this:?
    I loved the backflip at the very end

    Also the sub-dividing cows were great

    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

  34. #154
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    Ramas the man as always.

  35. #155
    0
    Would be nice to see some code, though. Or pseudocode.

    I'm working with root-motion based locomotion at the moment, and snippets would help.
    Last edited by NegInfinity; 11-18-2015 at 01:29 PM.

  36. #156
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    The Rainbow Warrior



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    Quote Originally Posted by starseeker View Post
    Ramas the man as always.
    Hee hee! Very nice to hear from you StarSeeker!



    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

  37. #157
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    Quote Originally Posted by Rama View Post
    Hee hee! Very nice to hear from you StarSeeker!



    Rama
    Thanks Rama

  38. #158
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    great work~
    but, where is the code or built plugin?...

  39. #159
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    Yeah, that would be perfect if you can share or sell your system, Rama

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