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. */
/* Centimeter / second (cm/s). This is default unreal velocity unit. */
/* Foot / second (ft/s). */
/* Meter / second (m/s). */
/* Meter / minute (m/min). */
/* Kilometer / second (km/s). */
/* Kilometer / minute (km/min). */
/*Kilometer / hour (km/h). */
/* Mile / hour (mph). */
/* Knot (kn). Nautical mile per hour. */
/* Mach (speed of sound) (M) at standard atm. */
/* Speed of light. */
/* Yard / second. */
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!
**Thank you TK-Master for your contribution!**
These nodes are going to be extremely useful for a lot of people !
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.
Adding the victory plugin and then using VictoryISM works fine…
**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)
//Closest Point on 2 to 1
//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.
1.Only *.ogg ( use Audacity to convert your audio files from w/e to ogg )
How to install:
In your project folder, make a new folder and name it Plugins.
Put the “VictoryPlugin” folder inside there. ( You will have this path: Path\ProjectName\Plugins\VictoryPlugin ).
Now open your project.
Open a blueprint graph, right click on the background and search for “Get Sound Wave From File”. ( I know it says wave, but it works only with ogg files ).
This node takes a path as input and returns a sound file.
If you want it to work no matter where your project is, store the sound files inside your project’s folder, something like that: Path\ProjectName\Sounds*.ogg
And use the “Victory Paths Game Root Directory” node.
The path string will look something like this ( pseudo code ):