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

Dear Community,

This node is sufficiently cutting-edge that I decided to make a video of it!

This node allows you to destroy individual pieces of a destructible mesh after it has been fractured!

Enjoy the video!

Rama

New Download (28mb, Media Fire)

Please note my downloads also include these packaged binaries:

  1. Win64 Development
  2. Win32 Shipping
  3. HTML5 Development

Please see my instructions for Packaging UE4 Plugins With Your Game.

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

:heart:

Rama

Server travel launches a nice async load of the level for you, even in single player! :slight_smile:

Yes you have to create or pick a class that you want to use that has an instanced static mesh component, I did this because you need to pick a class that will package with your game, unlike any classes I include with the editor-only plugin, and I did not want to involve a dependency on my Victory Plugin for this, so you just have to make your own simple BP that has the component.

When I do the 4.11 upgrade for ISM, once 4.11 is released, I can check out issues with duplicating ISM actors and lighting.



[QUOTE=Axtel Sturnclaw;492836]
The issue at hand is that (as of 4.10.4), the Instanced Static Mesh Component's variable for storing FInstancedStaticMeshInstanceData is marked as 'DuplicateTransient'.  Now, I'm no C++ expert, but I'm pretty sure that means that variable doesn't get duplicated (copied) with the rest of the component.  Unfortunately, said variable is the bit responsible for storing all the actual instances of the mesh.  So copying appears to be a bit difficult.
[/QUOTE]


As part of my Victory Ed Engine editor mode I could implement an additional button press that would duplicate current ISM, another thing I can add in the 4.11 version :)

Rama

Hi, am new to ue4, d plugin doesn’t seem to work in 4.10.2. How do I create the effect using download image node. specifically, if I want to change the texture in a widget.

Thanks

Hi Rama. I am getting an error when trying to package with android. It says that some dependency keeps generating an error with a define getting redefined. Something about #define with apex 1 when it was previously defined as #define with apex 0.

Any idea why the meshes disappear after you build the light ? (The VideoISM BP is created, it wouldnt work at all without it created & selected so thats not the problem)

Hi there, welcome to the UE4 forums!

You have to download the right version of my plugin for your current engine version :slight_smile:

Last 4.10 plugin version was February 6th upload :slight_smile:

This won’t stop you from packaging, it is warning, I’ve packaged for HTML5 many times and gotten the same warning, it is related to the PhysX includes in the plugin.

Both of my main computers died a few days ago so I can’t test anything right now, I use force no precomputed lighting (world settings) for most projects and hit build once and dont worry about lighting after that, using all dynamic lighting. Dynamic lighting in UE4 is so awesome.

If you can get by with that for now you can side step the matter, when 4.11 is released and I have new computer I can do more thorough investigation.

:slight_smile:

Rama

BP node for Multi-Platform Projects

Dear Community,

For all you folks making projects that ship to multiple platforms, make sure to check out this node!

This will let you perform custom BP actions based on whether your game is currently packaged for a mobile, console, PC, mac, or other platform!


**Macro ~ OS Branch**

You can wrap my node with a macro that has many execution pins to make this node an OS branch!

![OSGet.jpg|900x648](upload://eNzihXcczOhCUpPNreSTACtc4Vt.jpeg)

Rama

The issue seems to be that the warning is getting flagged as an error. Is there something that might be flagging warnings as errors in the unreal build process?

Hi Rama,

So I use 4.9.1. Which version of your plugin am I supposed to download? The oldest listed version in that second link is 4.9.2.

I’ve tried September 21st, September 27th, October 6th, and October 14th, and they’re all incompatible.

Thanks!

P.S. It might be worth noting that I’m using the GitHub version of UE4.

Sure ! I’m still messing around until my 3d assets are done. I wish i could find a good light tutorial, my lights always suck and its time consuming to test all the settings >_<.

Victory Plugin Upgraded to 4.11.0 Release! :heart: Rama

Dear Community,

[FONT=Comic Sans MS]I’ve upgraded Victory BP Library to 4.11.0 Release!

Enjoy!

New Download (28mb, Media Fire)

Please note my downloads also include these packaged binaries:

  1. Win64 Development
  2. Win32 Shipping
  3. HTML5 Development

Please see my instructions for Packaging UE4 Plugins With Your Game.

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

:heart:

Rama

Wow, that was fast! Thanks for your awesome work, Rama :o

You’re welcome @Kenomica!

:slight_smile:

Rama

4.11 BP nodes From Me For You, live in-Engine!

Dear Community,

In 4.11 here are the BP nodes / C++ code that I contributed to the engine that Epic accepted!

1. Is Player Controlled

From the release notes:



New: Added Pawn::IsPlayerControlled() to compliment IsLocallyControlled() (thanks EverNewJoy!)


This is for BP multiplayer games!

It lets you know if the character is currently being controlled by a human player :slight_smile:

If you combine this with IsLocallyControlled() via a macro you can find out easily if any character/pawn is being locally controlled by a human player!

4e7ab9ce6eb4045332436a4ae70c29defd69ed01.jpeg

From the 4.11 Release notes:



New: Vector2D now has equal and not equal functions, just like Vector3D.


2. Vector2D == Vector2D and Vector2D != Vector2D

  1. Get Capsule Half Height Without Hemisphere

If you are working with PhysX code a lot, you will enjoy this addition to UE4 because it gives you the half height of the capsule the same way hte PhysX engine sees it!

Enjoy!

:heart:

Rama

In complete disregard of the fact i am repeating myself, i just want to say THANKS man!

Since I know people occasionally put requests in here:
@Rama I know that Slate includes RichTextBlock functionality, but this is not exposed to UMG/Blueprints (yet).

I don’t know how trivial it would be to expose RTF functionality to UMG but it would be deeply appreciated (or really, just any way to change font colors in-line without recoloring the entire font string).

Big thanks for the update. :slight_smile: Is there yet a way to get Victory Ed Engine working with 4.11?

I really need a response here, please. Thanks!

If you are using a github version of UE4 than you must know how to compile the engine yourself? Well then just recompile my plugin yourself and you should be set!

Going from 4.9.2 to 4.9.1 you should be fine.

:slight_smile:

Rama

You’re welcome!!!

Yes great point! I have a to do list as follows:

  1. Rama Save System Plugin 4.11 (videos and description)
  2. Rama Melee Weapon Plugin 4.11 (lots of videos of my melee plugin)
  3. Rama Steam Friends Plugin 4.11 (connect to people via your steam friends list!)

and then

  1. Victory Ed Engine 4.11

I’ll get there! Hee hee!

Feel free to remind me in a week tho if I’ve not gotten to it.

:heart:

Rama

This is indeed a topic of great interest to me as well!

Seems as though it is experimentally exposed?

check out this UE4 doc link!

EDIT:

It’s obviously being worked on, in 4.10.4 it extends UWidget:



URichTextBlock : public UWidget


In 4.11 it extends this:



URichTextBlock : public UTextLayoutWidget


I guess the only thing left to do is see if it can be extended, exposed to editor, and will actually work :slight_smile:

Does anyone see an option to expose The Rich Text Block via editor or project properties? I could not find anything.

And if that’s the case probably its not ready, but of course there’s the curious wish to try extending it and seeeeee

If you make a new variable, RichText and RichTextBlock are already available :slight_smile:

Rama