Download

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

Vertex Snap Editor and Instanced Static Mesh Editor

Dear Community,

My Vertex Snap Editor Plugin is now a separate plugin, called VictoryEdEngine!

Download Link (145kb)

This is a plugin that does not package with your game as it is only designed to modify Unreal Engine 4 to add support for vertex snapping while in the Level Editor Viewport.

More Details about my Vertex Snapping Editor Feature

Installation Steps

Enjoy!

Rama

Fatal crash caused by get IP node

Hi Rama,

I’m finding your BP library very useful for the most part. However I noticed that when calling this node without an internet connection, it not only fails, but crashes the entire game (and editor!).

Is there a way to check for a live internet connection before sending the HTTP request, perhaps by changing the C++ source?

Thanks!

Hi Rama,

I don’t get you VictoryEdEngine to work. (UE 4.9.2)

I copied the folder from the zip to MyProject/Plugins and it is listed and enabled in the editor plugin window.
I closed the editor, added the line as suggested (UnrealEdEngine=/Script/VictoryBPLibrary.VictoryEdEngine) to the DefaultEngine.ini and restarted.
It crashes at 79% with the following message:


[2015.10.28-14.40.30:872]  0]LogUObjectGlobals:Warning: Failed to find object 'Class /Script/VictoryBPLibrary.VictoryEdEngine'

Just an update on this. I’ve found that the following change to the source is a good solution:



// Original function
// Crashes engine with fatal error when offline
void AVictoryPC::HTTPOnResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{
	this->VictoryPC_GetMyIP_DataReceived(Response->GetContentAsString());
}

// Fixed function 
// Returns empty string when offline
void AVictoryPC_Fixed::HTTPOnResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful) {
    FString response = "";
    if (bWasSuccessful)
        response = Response->GetContentAsString();

    this->VictoryPC_GetMyIP_DataReceived(response);
}


Thanks for pointing this out, I’ve made the fix and it will be in my next release of the Victory Plugin!

:slight_smile:

Rama

You have to use



UnrealEdEngine=/Script/**VictoryEdEngine**.VictoryEdEngine


and then it will work :slight_smile:

I’ve already updated the wiki, where did you see the old version?

Have fun today!

Rama

Thanks, it works.
Looks like I copied it from the wiki a few lines below the correct version without noticing it to be different! ^^

Oooh sorry about that, I’ve now corrected the other lines in the wiki!

:slight_smile:

Rama

30+ Additional BP Math and Geometric Analysis Nodes!

Live as of May 1st, 2015

Dear Community,

I have the May Celebration node release for you today!

Community member TK-Master has gifted us with over 30 new BP nodes for Math, Physics, and 3D Geometry calculations!

I highlighted my personal favorite nodes in green!


**UMG Anchor Conversion**
Please note you can now convert UMG Anchor coordinates to other coordinate spaces!

Snap To 3D Grid
You can use the Snap Node to snap any 3D space Vector to a grid size of your choosing!

So you could use this node to to regulate the position of an in-game 3D positioning tool (like for RTS Games!) to a grid of your choosing, while still accounting for rolling hills of landscapes and big vertical differences!


**Convert Physics Linear Velocity**

Ever wonder how fast in **Km/hr** an in-game Unreal Engine physics ball was hurling through the air?

Ever want to know the **meters/second** speed of a falling physics-simulating box?

Or how about the **miles/hour** of your UE4 Physics Vehicle?

Well thanks to TK-Master's new node you can now easily convert the value that you get from GetPhysicsLinearVelocity of any physics-simulating body to a speed in the units of your choosing!

Here's is TK-Master's current list of available conversions!



```


/* Speed Units Enum. */
UENUM()
enum ESpeedUnit
{
	/* Centimeter / second (cm/s). This is default unreal velocity unit. */
	CentimeterPerSecond,

	/* Foot / second (ft/s). */
	FootPerSecond,

	/* Meter / second (m/s). */
	MeterPerSecond,

	/* Meter / minute (m/min). */
	MeterPerMinute,

	/* Kilometer / second (km/s). */
	KilometerPerSecond,

	/* Kilometer / minute (km/min). */
	KilometerPerMinute,

	/*Kilometer / hour (km/h). */
	KilometerPerHour,

	/* Mile / hour (mph). */
	MilePerHour,

	/* Knot (kn). Nautical mile per hour. */
	Knot,

	/* Mach (speed of sound) (M) at standard atm. */
	Mach,

	/* Speed of light. */
	SpeedOfLight,

	/* Yard / second. */
	YardPerSecond
};


```



BP Nodes for 3D Geometric Analysis!

Here are pics showing the complete list of the new 3D Geometry Nodes!

To see the full list, get the latest version of my plugin and type in “TK” and you will see all the 30+ new nodes available to you!

3347099af001a575814d73a9d38845c3ad7ceef1.jpeg


**Thank You!**

**Thank you TK-Master for your contribution!**

These nodes are going to be extremely useful for a lot of people !

Most Recent Plugin Download From UE4 Wiki

:slight_smile:

Rama

How can i load external sound at runtime? thanks!

How can i load external sound at runtime? thanks!

Hey Rama,

I’ve run into an other issue.
I’m trying to use you instanced static meshes.
However pressing i doesn’t work when static meshes are selected… well it does work but only when the level viewport is active (moving around with rightmouse pressed).
Also when the instanced mesh is created, I save and reload the map, the combined meshes are gone but the ISM class is still there. Shift-i in this case does nothing.
The same issue is achieved when converting to instanced mesh, then renaming the actor → all combined meshes gone.
I’m using a custom ISM class created and setup as you described in the setup video.

Edit:
Adding the victory plugin and then using VictoryISM works fine…

Hello Rama,
I have been trying to get a hold of you. Is there an email I can contact you with?
Thanks - Mike W

Thats so odd that the wiki is only showing the october 14th version.

You need it to be in *.ogg format ( not wave! ) and then you can access it via the node provided by the plugin.

Thanks for helping out with answers Sahkan!

:slight_smile:

Rama

Yea really odd huh? I contacted Epic and they suggested clearing your browser cache or using a different browser

That’s why I have the media fire version now:

Editor binaries and Packaged binaries in one file:
Win32 Shipping and Win64 Development Supported

:slight_smile:

Rama

My email is listed on my website:

www.ue4code.com

I have 3 plugins available:

Rama Save System Plugin (save entire worlds to hard disk using C++ binary serialization!)

Melee Weapon Plugin

Steam Friends List Plugin


You can also pm me here in the Epic forums :)

Rama

Powerful Node To Find PhysX-accurate Distances Between Collision Surfaces!

Dear Community,

I’ve just released two new nodes to help you with all of your** collsion surface distance checks**!

These nodes let you easily tell how far a given point is from the actual PhysX surface of any UE4 game object with collision / primitive component!

I’ve even given you a node that let’s you directly check the distance between the physical surfaces of two objects!

See pics!

These nodes work with Characters and Skeletal Mesh actors that have physics assets!


**Distance Between Surfaces Of Two Objects**

![42686311a9773f2c63184ad34db5dc74c22ddbb9.jpeg|1280x960](upload://9tt9ZqijKdAvdmhpjpNvdh9ahU5.jpeg)

World Point Distance To Collision Of Any Object

6b63e52de9205cb6a07392fec3226bdf5fb84299.jpeg


**My C++ For You**

Here's the C++ code for my algorithm to get the distance between the colliding surfaces of any two objects!



```


float UVictoryBPFunctionLibrary::GetDistanceBetweenComponentSurfaces(UPrimitiveComponent* CollisionComponent1, UPrimitiveComponent* CollisionComponent2, FVector& PointOnSurface1, FVector& PointOnSurface2)
{
	if(!CollisionComponent1 || !CollisionComponent2) 
        {
            return -1;
        } 

        //Closest Point on 2 to 1
	CollisionComponent2->GetDistanceToCollision(CollisionComponent1->GetComponentLocation(), PointOnSurface2);
  
	//Closest Point on 1 to closest point on surface of 2
	return CollisionComponent1->GetDistanceToCollision(PointOnSurface2, PointOnSurface1);
}

_


```



**Latest plugin download on the UE4 Wiki: (15.22 mb) **

Not using the latest engine version? Check out my wiki section on which plugin release dates go with which engine version!

Plugin Release Date and UE4 Engine Versions


**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 clicking this link will not start a download instantly, it will just take you to the Media Fire file description.

https://www.mediafire.com/?g6uf9kt5ueb2upj

Note on Packaging Victory Plugin

Enjoy!

:slight_smile:

Rama

Np man! Glad I can help :slight_smile:

@Sahkan,@Rama
*.wav can be?
which plugin :confused:
thanks