For those of you who were not aware, I have a Vertex Snap Editor Plugin that makes offers several different visual representations of vertices for static meshes so you can easily line things up exactly in the level editor!
I also offer a Instanced Static Mesh Editor feature where you can merge static mesh actors directly in the level viewport, and also unmerge at any time if you decide you want to adjust your chosen formation!
All of these features work with the UE4 undo redo system.
This Victory Ed Engine Plugin uses my Victory Plugin for the VictoryISM class.
I am including the entire 4.14 project that shows how everything has to be setup, including DefaultEngine.ini
I am using UE4’s UFS system (Unreal File System) and I am not sure if they have an implementation for the hardware setup that you are describing, if they do, it should work automatically with my existing code, but if special code is required for your device you will need to investigate that somehow
i kinda suspected it already but havnt tested it since a minute ago <.< Content.bmp (23.9 KB)
Thing is now, that the image seems to be read with inverted x/y aswell, cutting off the right side of the image, could make the image with equal x/y and ignore some part of it to make it work for now i guess
I’ve just popped in to mention a little bug I’ve spotted in one of your plugin’s nodes. In the ‘Widget Get Children of Class’ node, for some reason it duplicates all the children in the array that it returns. Therefore, when I use a ForLoop with this array as its input, I need a Boolean that returns true if the current index is less than half the length of the array, so that I can ignore the duplicates.
Rama for ios please add this lines into VictoryPlugin/Source/VictoryBPLibrary/Private/VictoryBPFunctionLibrary.cpp:4754 top of the function-> fillSoundWaveInfo add #if !(PLATFORM_PS4 && PLATFORM_IOS) //old version only #if !PLATFORM_PS4
and VictoryPlugin/Source/VictoryBPLibrary/Private/VictoryBPFunctionLibrary.cpp:4719 into function->GetSoundWaveFromFile(const FString& FilePath) add #if PLATFORM_PS4 && PLATFORM_IOS //old version only #if PLATFORM_PS4
Line numbers may be inaccurate because I did corrections.
I had this problem too until just now. You have to go into your game and enable the VR plugins. I’m not sure which one specifically contains it - possibly by enabling any of them it will include that header? - but I had disabled oculus, steam vr, and all the others. Enabling all the VR plugins allowed it to compile fine
Hey, Rama! I want to congratulate you on your great work. I’m a student and have been trying to learn UE4 and game development.
Did not took me long to realize you’re quite a famous personality in this community.
I’ve been trying to achieve a functionality on android to pick an image and save it as a texture 2D in the project. I had 50% thing done i.e accessing the android media store content provider from the project via event fire and opening gallery to pick the Image. However, as I was about to do the other 50% i.e saving that image in the project. I bumped into this plugin and saw the file path to Texture 2D node. Sadly, I guess the plugin does not work with mobile.
I’ve tried every crazy idea that came into my mind and experimenting with different nodes of this amazing plugin. But sadly all of the booleans return false
Anyhow, I just wanted to say thanks, which already countless people may have given you. This plugin is truly something special. Wish it was compatible with mobile devices too. Guess no shortcuts for me. hehe.
Nice to see that this plugin is still going on!
Could you already include your UDP Receive/Send BP functions? These are available in the Wiki already as i see, so it shouldnt be a big deal to just include them in the lib
If you use a T2D that has been compressed by UE4 or had its format changed internally, it is guaranteed to look funny coming back out as raw pixel array
If you load a raw pixel array yourself, or load a .bmp, and then save it back out again, it should be fine.
The issue with T2D -> pixels in the C++ code is that there is no easy function to undo compression that has been performed on the original resource of a T2D, at least the last time I checked that was my conclusion. If anyone finds a way let me know!
If you click on your T2D texture asset in UE4 and** turn off all compression** that should help quite a bit
Hi there! Welcome to the UE4 forums!
Can you please wrap your code with
Put your code here
so I can read it more easily?
replace rightbracket with ] for actual usage (it will not show up if I do that)
I already include “HeadMountedDisplay” as a dependency and I also dont get any compile errors, so I can only assume those who got this error were working with a custom version somehow
Anyhow, I just wanted to say thanks, which already countless people may have given you. This plugin is truly something special...
Stay awesome. <3
Hi there! Welcome to the UE4 Community!
And you're welcome!
Hi there! Welcome to the UE4 Forums! I am happy to have witness your first 2 posts!
I have now fixed this crash (update to follow), thanks for letting me know, I’ve also deprecated the plugin version of LoadLevelInstance because this is one of my BP nodes that is now in the main engine. If you have questions about the node in the main UE4 engine (it’s been live since 4.13) let me know
Also everyone remember I like hearing GOOD news too.