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Thread: Blueprint/C++ Advanced Templates , Tools & Plugins

  1. #1
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    Talking Blueprint/C++ Advanced Templates , Tools & Plugins

    Hello Unreal Community :


    Back with new threads , this one will be dedicated to :

    * Advanced Blueprint/C++ Templates
    * Plugins
    * Tools

    Projects are on Gumroad.com/Github for free and if you found these projects useful and you like to support you are welcome.






    Custom Gravity Plugin : Last Update 02/09/2016

    On Gumroad (Project + Plugin)
    4.10.1
    4.12.5
    4.13
    4.14
    4.15)








    6 DOF Plugin : Last Update 12/09/2015

    On Gumroad (Project + Plugin) (4.10 & 4.13& 4.13)
    * Pawn + Movement Component
    *2 Movement Modes : Fly & Walk



    Last edited by Mhousse1247; 02-19-2017 at 08:01 PM.
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  2. #2
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    Reserved !
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  3. #3
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    Reserved !
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  4. #4
    0
    lol good job Mhousse1247, I like this! even got a kick out of watching the video as well, thx

  5. #5
    0
    WOOOOOOOOO; Been waitin' a while for this! Great work as always man!
    KITATUS
    "Information shouldn't be behind a paywall, It should be free for all!"

  6. #6

  7. #7
    0
    Awesome ,thanks

  8. #8
    0
    tahnks

  9. #9
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    Supporter
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    Well done mate thank you !!

  10. #10

  11. #11
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    Quote Originally Posted by ayretek View Post
    lol good job Mhousse1247, I like this! even got a kick out of watching the video as well, thx
    Quote Originally Posted by KitatusStudios View Post
    WOOOOOOOOO; Been waitin' a while for this! Great work as always man!
    Quote Originally Posted by TheJamsh View Post
    Awesome job!
    Quote Originally Posted by ayoub12 View Post
    Awesome ,thanks
    Quote Originally Posted by sleepingdragon View Post
    tahnks
    Quote Originally Posted by Gam3r View Post
    Well done mate thank you !!
    Quote Originally Posted by Wanderer_eternal View Post
    looks awesome!
    Thanks!
    You're welcome!
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  12. #12
    0

    Problems on a Mac

    Thank you for your work but i want to use it on a Mac and it has to recompile but always ends with an error on 4.9.1.
    it has to do with this line.

    const EDrawDebugTrace::Type DrawDebugType = bDebugIsEnabled ? DebugDrawType : EDrawDebugTrace::None;

    Greetings Jan
    Last edited by Snailhunter; 09-21-2015 at 03:34 PM.

  13. #13
    0
    Quote Originally Posted by Snailhunter View Post
    Thank you for your work but i want to use it on a Mac and it has to recompile but always ends with an error on 4.9.1.
    it has to do with this line.

    const EDrawDebugTrace::Type DrawDebugType = bDebugIsEnabled ? DebugDrawType : EDrawDebugTrace::None;

    Greetings Jan
    can you post the error message ?
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  14. #14
    0
    This is the error.

    [2015.09.22-08.45.17:186][ 0] Running UnrealHeaderTool "/Users/guyver/Desktop/CustomGravityProject/CustomGravityProject.uproject" "/Users/guyver/Desktop/CustomGravityProject/Intermediate/Build/Mac/CustomGravityProjectEditor/Development/UnrealHeaderTool.manifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -rocket -installed
    [2015.09.22-08.45.30:288][ 0]Reflection code generated for CustomGravityProjectEditor in 13.1567926 seconds
    [2015.09.22-08.45.30:697][ 0]@progress pop
    [2015.09.22-08.45.33:786][ 0]Generating dSYM file for UE4Editor-CustomGravityPlugin.dylib - this will add some time to your build...
    [2015.09.22-08.45.33:786][ 0]Generating dSYM file for UE4Editor-CustomGravityProject.dylib - this will add some time to your build...
    [2015.09.22-08.45.33:890][ 0]Performing 20 actions (8 in parallel)
    [2015.09.22-08.45.33:891][ 0][2/20] Compile CustomGravityProject.h
    [2015.09.22-08.45.33:891][ 0][1/20] Compile CustomGravityPluginPrivatePCH.h
    [2015.09.22-08.45.55:328][ 0][3/20] Compile EmptyClass.cpp
    [2015.09.22-08.45.55:328][ 0][4/20] Compile CustomGravityProject.cpp
    [2015.09.22-08.45.55:955][ 0][5/20] Compile CustomGravityPlugin.generated.cpp
    [2015.09.22-08.45.55:955][ 0][6/20] Compile FirstPersonCharacter.cpp
    [2015.09.22-08.45.55:955][ 0][7/20] Compile PhysicsBallPawn.cpp
    [2015.09.22-08.45.55:955][ 0][8/20] Compile ThirdPersonBall.cpp
    [2015.09.22-08.45.55:955][ 0][9/20] Compile ThirdPersonCharacter.cpp
    [2015.09.22-08.45.55:955][ 0][10/20] Compile CustomPawn.cpp
    [2015.09.22-08.46.07:582][ 0][11/20] Compile CustomPhysicsActor.cpp
    [2015.09.22-08.46.07:582][ 0][12/20] Compile PlanetActor.cpp
    [2015.09.22-08.46.09:024][ 0][13/20] Compile CustomGravityComponent.cpp
    [2015.09.22-08.46.09:024][ 0][14/20] Compile CustomMovementComponent.cpp
    [2015.09.22-08.46.09:024][ 0][15/20] Compile CustomGravityManager.cpp
    [2015.09.22-08.46.09:024][ 0][16/20] Compile CustomGravityPlugin.cpp
    [2015.09.22-08.46.09:129][ 0][17/20] Link UE4Editor-CustomGravityProject.dylib
    [2015.09.22-08.46.09:331][ 0][18/20] sh -c 'rm -rf "/Users/guyver/Desktop/CustomGravityProject/Binaries/Mac/UE4Editor-CustomGravityProject.dSYM"; "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/"dsymutil -f "/Users/guyver/Desktop/CustomGravityProject/Binaries/Mac/UE4Editor-CustomGravityProject.dylib" -o "/Users/guyver/Desktop/CustomGravityProject/Binaries/Mac/UE4Editor-CustomGravityProject.dSYM"'
    [2015.09.22-08.46.14:577][ 0]/Users/guyver/Desktop/CustomGravityProject/Plugins/CustomGravityPlugin/Source/CustomGravityPlugin/Private/Components/CustomMovementComponent.cpp:93:65: error: conditional expression is ambiguous; 'TEnumAsByte<EDrawDebugTrace::Type>' can be converted to 'EDrawDebugTrace::Type' and vice versa
    [2015.09.22-08.46.14:577][ 0] const EDrawDebugTrace::Type DrawDebugType = bDebugIsEnabled ? DebugDrawType : EDrawDebugTrace::None;
    [2015.09.22-08.46.14:577][ 0] ^ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~
    Last edited by Snailhunter; 09-22-2015 at 04:49 AM.

  15. #15
    0
    Nope sorry wont work

    0]/Users/guyver/Desktop/CustomGravityProject/Plugins/CustomGravityPlugin/Source/CustomGravityPlugin/Private/Components/CustomMovementComponent.cpp:93:79: error: conditional expression is ambiguous; 'TEnumAsByte<EDrawDebugTrace::Type>' can be converted to 'EDrawDebugTrace::Type' and vice versa
    [2015.09.22-09.16.32:491][ 0] const TEnumAsByte<EDrawDebugTrace::Type> DrawDebugType = bDebugIsEnabled ? DebugDrawType : EDrawDebugTrace::None;
    [2015.09.22-09.16.32:491][ 0]

  16. #16
    0
    Try this :

    Code:
    	const EDrawDebugTrace::Type DrawDebugType = bDebugIsEnabled ?  DebugDrawType.GetValue() : EDrawDebugTrace::None;
    or
    Code:
    	const TEnumAsByte<EDrawDebugTrace::Type> DrawDebugType = DebugDrawType;
    Last edited by Mhousse1247; 09-22-2015 at 06:08 AM.
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  17. #17
    0
    both did work but my pawns dont respond in the editor on jumping or moving they look to fly. and stop as soon as i come close to other objects.

    when i try to stop the playmode the editor crashes.
    Last edited by Snailhunter; 09-22-2015 at 06:57 AM.

  18. #18
    0
    Quote Originally Posted by Snailhunter View Post
    both did work but my pawns dont respond in the editor on jumping or moving they look to fly. and stop as soon as i come close to other objects.
    when i try to stop the playmode the editor crashes.
    that's weird , sorry i don't have a mac to see what's where the problem comes from
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  19. #19
    0
    Can it be its becouse i use the binary version 4.9.1 of ue ?

  20. #20
    0
    I don't think so i'm using the binary version too.
    Can you post the crush reporter log message?
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  21. #21
    0
    on windows u use visual studio 2013 right bec i let it compile using the engine as soon as i start the uproject itself.

  22. #22
    0
    The issue does not come from there , visualstudio is using Unreal Build Tool too
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  23. #23
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    I've been trying to replicate the gravity results by looking at your hiearchy, and I can't seem to. Would you mind writing a small guide? Also, for some reason with the custom pawn, its not registering speed. So my blendspace for walking doesn't work. I tested it with a normal character blueprint with the same setup and it worked fine. Not sure if that's an issue with something I'm doing or with the pawns.

    EDIT: I got the walk animations working - though I still cannot replicate the gravity.
    Last edited by Xiexe; 09-22-2015 at 08:56 AM.

  24. #24
    0
    Ok tried to do the same on my windows machine and no problems compiles and runs good so no idea on mac

  25. #25
    0
    Quote Originally Posted by Xiexe View Post
    I've been trying to replicate the gravity results by looking at your hiearchy, and I can't seem to. Would you mind writing a small guide? Also, for some reason with the custom pawn, its not registering speed. So my blendspace for walking doesn't work. I tested it with a normal character blueprint with the same setup and it worked fine. Not sure if that's an issue with something I'm doing or with the pawns.

    EDIT: I got the walk animations working - though I still cannot replicate the gravity.
    but Replication is still not implemented
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  26. #26
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    Quote Originally Posted by Mhousse1247 View Post
    but Replication is still not implemented
    So at the moment using the custom gravity for our own objects is not possible? Also - When compiling, and running the game, or launching it from the editor, The camera is stuck in the ground and you are not able to do anything. The player doesn't spawn. I narrowed it down to the custom pawn being the issue, as if i change the gamemode pawn class to the default third person controller, the player will spawn.

  27. #27
    0
    "Custom Pawn" is the base class , use "FirstPersonCharacter" or "ThirdPersonCharacter".
    The camera stuck because you did not implement Input events.
    Look at "Pawns" blueprints , it will give you a clear i idea
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  28. #28
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    Quote Originally Posted by Mhousse1247 View Post
    "Custom Pawn" is the base class , use "FirstPersonCharacter" or "ThirdPersonCharacter".
    The camera stuck because you did not implement Input events.
    Look at "Pawns" blueprints , it will give you a clear i idea
    Yeah, I was using the ThirdPersonCharacter_BP as the "Default pawn" in the "GameMode_BP" However, upon packaging as a game, or launching through the engine, the player does not spawn, and the camera gets sent to 0,0,0 I'd assume.

  29. #29
    0
    this happen because the plugin is not loaded on packaged game.

    Fixed it , you can download the project again from github
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  30. #30
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    Interesting, by any chance, will this support multiplayer games? That would be a nice feature

    Click the tiny bird!
    It'll take you to my stuff!

  31. #31
    0
    Quote Originally Posted by fdslk View Post
    Interesting, by any chance, will this support multiplayer games? That would be a nice feature
    It's in the planning but not sure when
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  32. #32
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    Quote Originally Posted by Mhousse1247 View Post
    It's in the planning but not sure when
    How to you apply the gravity to your own meshes? Or is that not a thing yet?

  33. #33
    0
    there is 2 ways to do it :
    Add a "Custom Physics Actor" to you scene and change the cube mesh to your mesh
    Or
    You can simply add the "custom gravity component" to it
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  34. #34
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    Quote Originally Posted by Mhousse1247 View Post
    It's in the planning but not sure when
    What would happen if you try it with multiplayer?

  35. #35
    0
    Pawns are not fully replicated
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  36. #36
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    Holy Banana! I was just trying to programm something very similar, this will knock my game up to 11! Thanks a lot!
    Which way would you like to be credited?
    (Or maybe you want to take part in it?)

  37. #37
    0
    Quote Originally Posted by Stockbrot View Post
    Holy Banana! I was just trying to programm something very similar, this will knock my game up to 11! Thanks a lot!
    Which way would you like to be credited?
    (Or maybe you want to take part in it?)
    As you wish , there is no special obligation.
    I wish to collaborate but I have very very limited time for game dev.
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  38. #38
    0
    Hey, me again.
    I cannot compile a game using this plugin.
    Whenever I packaged the project for either Windows 32 or 64, I do not spawn as the character I set anymore, but instead I spawn as default "null" character, with no controls and at location 0,0,0.
    I have set all the defaults properly under Project Settings -> Maps & Modes. I also made sure the gamemode that is beeing used, is using the proper character, nothing helps though

  39. #39
    0
    I already fixed this issue , just download the full project again from github or :

    1- Overwrite this file "/Plugins/CustomGravityPlugin/CustomGravityPlugin.uplugin"
    2- "Generate Visual Studio Files"
    3- Compile the project in VS
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  40. #40
    0
    Wow, you work fast!
    I am re downloading now! Thanks a lot

    EDIT: I am now getting this error while compiling your project:
    MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
    MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: XGE was requested, but is unavailable, so we won't use it.
    MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UE4Build:
    MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceMonolithic: False
    MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceNonUnity:False
    MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceDebugInfo: False
    MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseXGE: False
    MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseParallelExecutor: False
    MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: D:\Program Files (x86)\Unreal\Unreal Engine\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe CustomGravityProject Win64 Development "D:\Dokumente\Unreal Projects\CustomGravity\CustomGravityProject.uproject" -noxge -generatemanifest -rocket -NoHotReloadFromIDE
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Errors detected while compiling D:\Dokumente\Unreal Projects\CustomGravity\Intermediate\Build\BuildRules\CustomGravityProjectModuleRules.dll:
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: d:\Dokumente\Unreal Projects\CustomGravity\Plugins\CustomGravityPlugin\Source\CustomGravityPlugin\CustomGravityPlugin.Build.cs(5,14) : error CS0101: The Namespace '<globaler Namespace>' (translated) "already consists of the definition:" enthält bereits eine Definition für: 'CustomGravityPlugin'.
    MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UnrealBuildTool encountered an error while compiling source files
    MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 1,9511127s to run UnrealBuildTool.exe, ExitCode=5
    MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): D:\Program Files (x86)\Unreal\Unreal Engine\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe CustomGravityProject Win64 Development "D:\Dokumente\Unreal Projects\CustomGravity\CustomGravityProject.uproject" -noxge -generatemanifest -rocket -NoHotReloadFromIDE. See logfile for details: 'UnrealBuildTool-2015.10.01-18.32.04.txt'
    MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: bei AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
    MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
    MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, St
    MainFrameActions: Packaging (Windows (64-bit)): ring InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
    MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)
    MainFrameActions: Packaging (Windows (64-bit)): bei Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
    MainFrameActions: Packaging (Windows (64-bit)): bei BuildCookRun.DoBuildCookRun(ProjectParams Params)
    MainFrameActions: Packaging (Windows (64-bit)): bei BuildCommand.Execute()
    MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
    MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Automation.Process(String[] CommandLine)
    MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Program.MainProc(Object Param)
    MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
    MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Program.Main()
    MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5
    MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
    MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
    MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
    MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
    PackagingResults:Error: Error Unknown Error
    When I try to package my own project, it works, but when starting I get the error message:
    CustomGravityplugin failed to load because module CustomGravityplugin could not be found
    Last edited by Stockbrot; 10-01-2015 at 12:42 PM.

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