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

I am unable to reproduce this issue at the moment, VictoryEdEngine 4.10 is working great for me with test projects and downloads from the wiki of the plugin :slight_smile:

If anyone else has any ideas please let kabir know!

UE4 detects the gamepad :slight_smile:

This is a great idea!! Adding to my list! :slight_smile:

Rama

Happy Holidays Everyone!

Dear Community,

[FONT=Comic Sans MS]Happy holidays!

And even if its not a holiday where you are, I hope you have fun during these next few days too!

Rama

Hey Rama,

just having a issue with your plugin. If I want to use it on source code unreal it keeps saying “incompatible or missing files” on version 4.10.1. But if I use it on unreal side built it works and no error shows up. Any fixes already? :frowning:

Thanks.

Hey guys,

So I found this post on answer hub with some going through the same problem as me. Apparently he was able to fix it by having some one recompile it. Unfortunately my skills are limited if not down right absent when it comes to C++ and programming, so repeated attempts to compile through visual studio with zero knowledge is not really working out well. LOL.

I was wondering if some one could do me a favour and quickly recompile the VictoryEdEngine and upload it, I would really appreciate it. Or if some one can tell me how to compile it, that would also be helpful.

here is the link to answer hub post with the same issue as me.

https://answers.unrealengine.com/questions/339957/ramas-vertext-plugin-not-working.html

Thanks to any one who can help in advance!

6a7fe5f62dc87b6bfe0b07de1e1bc9b5a3ba2260.png

Even if I try to cook the project it keeps saying “RunUAT.bat ERROR: AutomationTool was unable to run successfully.” with result “BUILD FAILED”. If Victory Plugin is not active it cooks without any problems.

Follow link to the error code: Click here

Solution for VictoryEdEngine 4.10

Sorry about that, somehow my VictoryEdEngine 4.10 never made it onto the wiki!

At this link you will now find the 4.10 version :slight_smile:

Make sure you see a date for Dec 22nd, if not try using a different browser or clear your browser cache :slight_smile:

Victory Ed Engine 4.10

Enjoy!

Rama

Hey Rama,

Thanks for the update, but for some reason I cant see the Dec 22 update to your plugin on the wiki. Checked on multiple browsers and systems.
Could you check again?

Thanks!

http://puu.sh/m4xSd.png its there

Yup I see it now. Thanks!

Two HTMl5 Game Nodes For You! Show/Hide Cursor (Reliably) and IsHtml5!

Dear Community,

I’ve spent most of my spare time for past 2 days researching a particular issue related to HTML5 developmenti n UE4, which is the issue that it is very hard to show/hide the mouse cursor at will when playing a UE4 game within a web browser!

My fundamental issue was being able to show hide the cursor when switching between UMG and regular gameplay, and the node I am giving you today does this!

I’ve finally generated a BP node that makes it easy for you to properly and definitively show/hide the mouse cursor at any time of your choosing, during runtime within a HTML5 game!

306cbfa66c07c8c9607672f884d139564557df11.jpeg


**Non-HTML5 Games**

Note: I've made a separate C++ File for my HTML5 nodes, please note this code will not clutter your game if you are not making an HTML5 game. 

**The HTML5 includes and code are not even compiled** if your game is not packaged for HTML5!

~~

**HTML5 Games**

The SetCursorVisible node will show up in-Editor but will not do anything unless your game is packaged for HTML5. 

See my picture for the event you can write using my BP Library to show/hide the cursor for HTML5 OR regular UE4 games!

Is HTML5

I’ve written a C++ boolean check that you can easily make into a switch macro to perform unique BP Logic based on whether your game is currently running on an HTML5 build or is an editor/console build!

This allows you to use different Particle Effects / Lighting Settings / Quality Settings, or any other custom BP logic you want, based on whether the game is an HTML5 build or not!

Yay!

Happy Holidays!

Enjoy!

:heart:

Rama


**Latest plugin download on the UE4 Wiki: (7.16 mb) **
https://wiki.unrealengine.com/File:VictoryPlugin.zip

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

**Plugin Release Dates and UE4 Engine Versions**
https://wiki.unrealengine.com/Rama%27s_Vertex_Snap_Editor_Plugin#Plugin_Release_Dates_and_UE4_Engine_Versions

Victory Plugin Binaries for Packaged Games


**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 the mediafire version includes both the editor and packaged game binaries in the same file ♥ Rama

https://www.mediafire.com/?ieovbd5l9d7yub2

Donations

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

Dear Community,

This node lets you spawn sublevels easily to dynamically generate worlds!

I’ve presented a solution for ensuring you can spawn multiple instances of the same UE4 level, by giving you an “Instance Number” that you should increment each time you spawn an instance of a level.

This allows me to enable you to easily create as many uniquely translated and rotated instances of a level as you want!

This is ideal for Dynamic Level Generation!


![65784d2e1f959b9e9b4ea8e4d04f78a466d2e655.jpeg|2500x960](upload://etDY5PoTOTGDt1kztxp5EnB6wp7.jpeg)

![LoadLevelInst_BPNode.jpg|1280x960](upload://eYkmDTa1zneQsdBlRoVY7LDd06i.jpeg)

Can Include Landscapes and Other Fancy Level Features!

In my demo I included a landscape in my level “tile.”


**Level Scripting / Level Blueprint**

You can also include level scripting that will run uniquely per level isntance!

Victory Load Level Instance


**Latest plugin download on the UE4 Wiki: (7.16 mb) **
https://wiki.unrealengine.com/File:VictoryPlugin.zip

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

**Plugin Release Dates and UE4 Engine Versions**
https://wiki.unrealengine.com/Rama%27s_Vertex_Snap_Editor_Plugin#Plugin_Release_Dates_and_UE4_Engine_Versions

Victory Plugin Binaries for Packaged Games


**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 the mediafire version includes both the editor and packaged game binaries in the same file ♥ Rama

https://www.mediafire.com/?ieovbd5l9d7yub2

Donations

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

You make me want to quit schoool and learn the entire UE4 api.

I remmeber something about procedural meshes, I have to skim through the pages I’m looking to make meshes that “grow” that dont need collission but arnt just cubes as the proedural mesh component allows.

Hee hee!

I wish more schools used UE4 to help people learn C++, it would be so much more interesting to visually see your coding unfold, and provides an inspiration to want to code more so you can make more game happen!

:slight_smile:

Rama

**Improved Get Vertex Locations of Static Mesh

Now works in Packaged Games**

560b4f2b24fb116ffc5c2ddfd4f04754501ad6c2.jpeg

My C++ Code For You

See my PhysX wiki for the basic build.cs setup:

Here is the code I wrote to get all of the transformed vertex positions using the Body Instance and PhysX code!

I am doing many safety checks to ensure the Body Instance data is valid before utilizing it, and the result is that now you can get accurate vertex locations in packaged games!



//~~~ PhysX ~~~
#include "PhysXIncludes.h"
#include "PhysicsPublic.h"		//For the ptou conversions
//~~~~~~~~~~~

//Get Transformed Vertex positions of any static mesh! -Rama
bool UVictoryBPFunctionLibrary::GetStaticMeshVertexLocations(UStaticMeshComponent* Comp, TArray<FVector>& VertexPositions)
{
	
	if(!Comp || !Comp->IsValidLowLevel()) 
	{
		return false;
	}
	//~~~~~~~~~~~~~~~~~~~~~~~
	
	//Component Transform
	FTransform RV_Transform = Comp->GetComponentTransform(); 
	
	//Body Setup valid?
	UBodySetup* BodySetup = Comp->GetBodySetup();
	
	if(!BodySetup || !BodySetup->IsValidLowLevel())
	{
		return false;
	}  
	
	//Get the Px Mesh!
	PxTriangleMesh* TriMesh = BodySetup->TriMesh;
	 
	if(!TriMesh) 
	{
		return false;
	}
	//~~~~~~~~~~~~~~~~
	
	//Number of vertices
	PxU32 VertexCount = TriMesh->getNbVertices();
	
	//Vertex array
	const PxVec3* Vertices = TriMesh->getVertices();
	
	//For each vertex, transform the position to match the component Transform 
	for(PxU32 v = 0; v < VertexCount; v++)
	{ 
		VertexPositions.Add(RV_Transform.TransformPosition(P2UVector(Vertices[v])));
	}
	
	return true;
} 



**Latest plugin download on the UE4 Wiki: (7.16 mb) **
https://wiki.unrealengine.com/File:VictoryPlugin.zip

Enjoy!

:)

Rama

There’s no way to know which engine version plugin is meant for on download page?
I need version that supports 4.8

I would like to request a function to get the total cost of a navmesh path and then return the vector of a point X cost along that path. I hope that made sense. Thanks for everything you are doing.

alright so this idea is for the Dynamic Level Generation, Right? so you don’t run into everything and get stuck. If so, may I use this?

I list more recent engine version update times here:

Plugin Release Dates and UE4 Engine Versions

For 4.8 try going back a ways

You should consider upgrading btw, lots of great stuff in 4.9 :slight_smile:

Rama

Okay I"ve written this down :slight_smile:

Not sure I understand how your question relates to displaying verticies, and yes you are welcome to use my plugin, just please credit me somewhere appropriate

:slight_smile:

Rama

UPDATE ~ More Victory BP Nodes accepted into the Engine!

Dear Community,

I am happy to say that the 3 nodes below were accepted into the Engine, and will hopefully be in 4.11 !


**Two-Way Conversion Now!**

I've added 3 new nodes to my Victory BP library that enable you to convert Vectors, Rotators, and Colors **back from string data** into the original primitive variable types!

String Data Validity Check

I supply a bool to let you know if the string data was solid or not and was able to be converted properly.

Like on Twitter:

Github Submission to the Engine
https://github.com/EpicGames/UnrealEngine/pull/1795


**Latest plugin download on the UE4 Wiki: (7.16 mb) **
https://wiki.unrealengine.com/File:VictoryPlugin.zip

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

**Plugin Release Dates and UE4 Engine Versions**
https://wiki.unrealengine.com/Rama%27s_Vertex_Snap_Editor_Plugin#Plugin_Release_Dates_and_UE4_Engine_Versions

Victory Plugin Binaries for Packaged Games


**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 the mediafire version includes both the editor and packaged game binaries in the same file ♥ Rama

https://www.mediafire.com/?ieovbd5l9d7yub2

Donations

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

Enjoy!

:slight_smile:

Rama

PS: Please note my mediafire link has changed, please use above link to get most recent version :slight_smile:

My main engine version is the newest, but some of my old projects are on older versions and I can’t open them without correct plugin.