As per your request I have now made a node to get the rotated,scaled,translated positions of all vertices of a static mesh!
This node is live in the current most recent plugin version!
Please refer carefully to my picture of how to set up this node correctly!
**[FONT=Comic Sans MS]Congrats on your first post, welcome to the forums!**
Thanks for the updated nodes. You did mention earlier about the challenges in returning vertex color information of vertices. Please bear with my ignorance :)…Still new to a lot of things here. I have made a Master Material with lots of procedural controls to allow material transitioning. But they are not giving me the aesthetic appeal I am trying to achieve.
If you are able to gather vertex positions and transformation information, why do you suggest it is difficult to set & get vertex color information in runtime? You also mentioned dynamic vs static mesh. By making a static mesh “Moveable” doesn’t it become dynamic? Also, in the Blueprint Communication content example, there is an Ice Sphere that will melt when player fires fireballs at it. Using World Position Offsets, the ice actually morphs away to little droplets. Isn’t that modifying a static mesh dynamically at runtime?
I need to tie in Dynamic Material Instancing to dynamic vertex color info. I am trying to transition material from where I click on the mesh. So for example, if I click on a spot, I will set that vertex color as red and each closest vertex to it will turn red as the fire propagates. This will reveal the underlying material.
If you can clarify my doubts further, I would deeply appreciate it. I am not able to fully understand the technical difficulties here.
I’m abit new to this part of UE4, I’ve been focusing on class Blueprints and not Level Blueprints, so I’d like to get a better understanding of what’s going on with Spawning Actors in Levels. I should also note that I mainly be doing this with AI characters.
There are two main ways I can see spawning actors in Sub Levels being useful, based on 6+ years of UE3 experience.
Firstly, if you have several people working on a map then it’s good to have a _Design level as well as _Static and _Audio levels. This was common work practice among some UE3 devs. The persistent would only hold minimal data.
On a slightly rarer note, it was something I used extensively in UE3. I was working on an open world game which was split into a number of levels, each a cube in size. Sub Levels for each could be named so that they would only appear during particular missions or parts of the story. This gave me greater control of resources over the course of the game (bloody handy on console) but also allowed me to do things like load certain enemies earlier, so that they can be seen at greater distances. Usually due to their position in the world being impossible to hide.
HOWEVER, I would never script the spawning of actors in one level via an action / node in another. An event in the sub level (usually Level Loaded & Visible / Begin Play) because the sub level would also have the behaviour logic and other data for that actor.
So, does the ‘Can / should only spawn actors in persistent levels’ affect all kinds of actors? Can I get away with doing this already with AI?
and if not, how much work would a Coder have to do to allow me to solve this problem?
I am giving you a full sample project as a download (8mb) where I’ve created a fully functional UMG Key Rebinding System!
You can click on the name of any key and then simply enter a new one on the keyboard/gamepad (just pressing the button itself that you want to be the new binding!
And I do track ctrl,alt,shift, and command!
And the list is scrollable too!
**Rebind Actions During Runtime**
And best of all, because of my Victory BP Library nodes, the changes you make in the Key Rebinding Menu instantly update the ingame character input component!
So if you rebind Jump from spacebar to page up, it takes effect instantly!
Why Am I Giving This For Free?
Because its really important feature for any game and I just finished figuring out how to do it for Solus.
I figured you would enjoy it as well, since it was honestly not that easy to do, and I had to really think about how to do both the UMG and the actual C++ code to dynamically update action mappings during runtime
**How To Use My Menu**
Go in game and press the K key!
Click on the black and red buttons to rebind the jump button!
Add new actions any time using **Project Settings->Input**
This was already incredible. now to have access to rebind-able keys at runtime AND a free sample project demonstrating how to achieve that in UMG is just all kinds of awesome :D.
Key rebinding is something many players seem to want but there wasn’t any indication it was even possible to do that in UE4 (at least via blueprints), so thank you very much for another incredible addition to your plugin, and thank you for all the blueprint nodes you’ve already made available, I’m incredibly happy that your plugin exists and grateful for your continued expansion of it :)!
**Video of My Runtime Key Redbinding Project For you
This video demonstrates how my Runtime Rebindable Key System does actually have a scrolling feature!
You can have infinite key bindings in your list!
I also demonstrate how easy and fast it is to add new keybindings usig Project Settings -> Input!
**Remember that I am giving you this whole project for your own use!**
That sounds most awesome! Especially now that I’m thinking I should merge my meshes so they are as few as possible for mobile performance (although I hope I’ll only have about 50 meshes of about 20 polys each so I could probably take that hit), but yeah - with fewer, more complex, meshes my problem will be bigger. And I’d like to have accurate collision hits either way.
I’ve posted a pic of my problem for clarity in my thread, don’t want to hijack this jampacked with goodness thread:
The thread contains another link to a thread that seems to say the same - overlapping non-physics actors don’t respond to hit events, and checking ‘Simulation Generates Hit Events’ doesn’t do anything unless the actor is a physics actor…
Hey thanks Rama! I’ll try that later on today - I have a little nagging feeling coming from deep down my memory banks that I got a character class to do this correctly without physics, same as your case is, but a non-physics pawn class for some reason doesn’t function the same as a non-physics character class when hitting non-physics actors.
I will definitely double check that though. I do hope I’m wrong. Which happens.
Big thanks for looking into this Rama! It’s really helpful when someone experienced confirms you’re right, says you’re wrong or just puts you in a better direction. Figuring out little gotchas when you start out can eat up so much of dev time…