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

Rama’s Suite of Powerful UMG Nodes

Here are the 3 core BP nodes that I’ve been using to make all of my complicated interacting UMG menus, including an in-game file browser and a menu that allows you to change the materials on any skeletal mesh, while in-game!

These nodes are available to you now!


**Get All Widgets of Class**

Allows you to not have to store references everywhere to your widgets, making it easy to interact with the Player Controller and My Character blueprints :) 

Also makes it easy to remove a loading screen after a level transition, without storing refs in Game Instance class

Remove All Widgets Of Class

You can find and remove any widget any time this way, no matter where you are in BP! (here I am in the Level BP)

Rama Tip:
If you make a general superclass for all your widgets (Reparent to a blank UserWidget of your own making), you can clear your entire UI system from the viewport with a single call to RemoveAllWidgetsOfClass, supplying the class that is your super class for all your user widgets!

So lets say you have 3 user widgets that you made, make a 4th that is blank, reparent your existing 3 to your new empty 4th widget (“WidgetMaster” for example).

Now you can just call RemoveAllWidgetsOfClass on your new 4th widget, WidgetMaster, and all 3 of your existing widgets will be removed automatically from the viewport!


**Is Widget Of Class In Viewport**

Take action based on the dynamic lookup of whether a certain widget is currently visible!

No need to store refs or bools anywhere, just do a dynamic look up that is lightning fast!

♥

Rama

![9b7a621d3332fdafbe78b687447eb1c37f3f558c.jpeg|1035x750](upload://mbqdc9TTsCkJHaeTMyxg2GR6Hak.jpeg)

2d16db46320c67967ee1942b4e35742031880893.jpeg

**Set Volume of Any Sound Class

Any Time From Anywhere!**

This is a node that Hourences requested I make!

You can use this node to set the volume of any sound class, any time, from anywhere!

I am aware of the option of using a sound mixer, however it is not as dynamic because you have to use fixed sound increments.

**My node allows you to offer people an audio slider that is a continuous float value range based only on the slider increments.
**
Enjoy!

Rama

Wiki Download Page

Rama, is does your plugin package in the latest 4.7 Preview without C++/Source?

Someone else will have to let us know about that, I am too busy coding AI to try out the 4.7 preview, on a tight schedule :slight_smile: but if anyone finds out if it works let me know!

Rama

2D Interpolation Functions for UMG and 2D Game Animations

**Using these nodes in my plugin you can now easily make your own translation animations for 2D games and UMG!
**
I realized the need for these animations while trying to manually animate UMG widgets in BP.

I am in process of submitting this as a pull request for the main engine.

UE4 Wiki, Plugin Download Page

Enjoy!

Rama

60+ Extra BP Nodes For You!

No c++ required!

No compile required!

Download and plug in!

Latest plugin download is here:

:slight_smile:

Rama

Thanks Rama! They just released Preview 2 of 4.7 so i’m going to give it a try. Kind of have to since i’m on a deadline too. Really appreciate the work you’ve done for us!

Let me know how it goes!

Soon as 4.7 release comes out I will be updating!

:slight_smile:

Rama

Accepted by Epic

These two nodes will be in a near future engine release!

Epic accepted my C++ pull request here (need active github account to view this):
https://github.com/EpicGames/UnrealEngine/commit/c0f63f5a09613320fa1056e174dfa7f2c3b39098

**Using these nodes in my plugin you can now easily make your own translation animations for 2D games and UMG!
**
I realized the need for these animations while trying to manually animate UMG widgets in BP.

UE4 Wiki, Plugin Download Page

Enjoy!

Rama

Rama’ Suite of Custom Config Section BP Nodes!

Using my new suite of BP nodes, you can create as many of your own custom config file sections as you want!

You can both create and retrieve ini variables with any name and fundamental type that you want!


**Supported Types:**

Bool
Int
Float
Rotator
Vector
Color
String

Why Use a Config Var?

Config vars have several benefits

  1. Persistent data storage without using a SaveGame struct or GameInstance, store simple quantities of data and player customization this way! Data is stored between level loads and even after the current instance of the game is shut down.

So in this way config vars have greater persistence than the GameInstance class!

  1. Player-Driven Customization, Players of your game can tweak the config vars that you make available for them on their hard disk, by editing the .ini file directly, just like AAA games! This is the most significant advantage of using config files, and their real core purpose. :slight_smile:

  2. Simplicity, simpler to use than the BP SaveSystem (which is quite wonderful by the way), but not quite as powerful in that you can only store basic data types, not UObjects and Actors.

  3. **Organization, **you can create as many config header sections as you want using my nodes, organizing all your custom settings this way!


**Game.ini**

All of your custom created config vars and sections are stored in:

**Saved/Config/Windows/Game.ini**

Players can navigate to this location on their harddrive to edit your ini files just like any AAA game would allow!

Here's what my **Game.ini** file looks like after running some tests!



```


[DebugWindows]
ConsoleWidth=160
ConsoleHeight=4000
ConsoleX=-32000
ConsoleY=-32000

[/Script/UnrealEd.ProjectPackagingSettings]
BuildConfiguration=PPBC_Development
StagingDirectory=(Path="E:/MYPROJECT_DELETE")
FullRebuild=True
ForDistribution=False
UsePakFile=True
UseOBB_InAPK=False
CulturesToStage=en

[Victory]
BoolVar=True
VectorVar=X=1.000 Y=2.000 Z=9000.123
StrVar=Yay For Custom Config Vars!!!
FloatVar=234.000000


```



**Now you have fully featured ability to use config variables entirely in BP!**

Rama

PS: Here's example usage!

![Usage.jpg|1280x960](upload://vJ8VyiQCZXj6G59JXlBNDrMdZow.jpeg)

Hi Rama,
i love your plugin library. It is possible to make a “get light brightness” node to detect the light levels on pawn or other actor? I found here the code.

Hey there Ulrich,

I made one quick example for you in Blueprints (I converted the code you provided). So till Rama makes one you can play around with this. :slight_smile:

Download Project

Hope you enjoy :slight_smile:

Many thanks ryanjon!!! :o

Yes thanks Ryan for doing that!

Great to hear from you Ulrich!

If I get time I will try to implement your request!

Thanks for all your own community contributions Ulrich!

Rama

Get OS Platform

Platforms you can check for:

**Windows
Mac
Linux

PS4
XBoxOne

iOS
Android

HTML5

WIN RT
WIN RT ARM**

Enjoy!

Rama

New BP Node!

BloomPostProcess.jpg

This node sets the bloom intensity of any PP volume!

This node was contributed by community member Sahkan!

UE4 Wiki, Plugin Download Page

Enjoy!

Rama

Waoooo ! I love you Rama :rolleyes:
I am looking for a bundle like that since a long time !
It’s wonderful to share your work =)
I have not yet test all your library, but i have already a request :smiley:

I’m interest to have a node to control the object mass.
As you can see in my answer in this thread : Change Mass using Blueprints

##############
Here’s what I know :
We want to have an object with a Mass exactly = 1.00000 Kg
I take a mesh and set Physical properties :

  • Simulate Physics = true
  • Enable Gravity = false (we are in empty space)
  • Linear damping = 0.0
    —> at this step, my object has a Mass in Kg = 2198.014 :frowning:
    If i understand well, the Mass is calculated automatically depending on my shape mesh. Ok, so i will try to simulate a point with no shape in my calculation. To do that i use a Physical Material for my mesh :
  • Density = 1.0 (g/m3 = water density for example → it’s the default value)
    —> at this step, my object has a Mass in Kg = 2198.014 (no change, perfect!)
    Now I know my density = 1.0 so the engine seems to know the volume of my object (i would like to get this optionaly !) because mass[Kg] = density[g/cm3] x volume[cm3]

All this calculation is so complicated, i just want to be able to set manually the mass of my object !!!
In fact, there is a value in the physical material which cause this problem and seems to be use by the engine for the calculation :

  • Raise Mass to Power = 0.75 by default
    If I set Raise Mass to Power = 0.0 —> my object has Mass in Kg = 1.001 :frowning: WHY !!! :confused:
    ##############

Do you know how engine calculate the mass object ? what values and calculations are used ? I would like understand if it’s possible!! :stuck_out_tongue:
Maybe you can overpass the engine calculation to be able to “Set Mass” precisely with a node ! and verify if the “Get mass” node -included in UE4- returns the same value…

https://dl.dropboxusercontent.com/u/21672921/_FORUM/ue4-mass.jpg

Thanks a lot ! :wink:

Awesome progress ! I hope epic will fix that bug that we can’t pack games with plugins in the next version.

Super cool new nodes, yay!

Hee hee!

:slight_smile:

Rama