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

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

**Get All Screen Resolutions
**
Now works in packaged games!

You can use this with your UMG menus!

It gathers data specific to the end user’s display adapter, including all available refresh rates :slight_smile:

old but has nice in-game pic
3b69b4e4f763cc2f24015fd2abde88cb0e6b00d2.jpeg

actual!
d4117a7a04ee5f316cbeae35c6e681739e2c00f8.jpeg

UE4 Wiki, Plugin Download Page

Hi there! Nice colors in your post! :slight_smile:

You shouldn’t be setting the mass directly, what I can do easily is give you a node to set the mass scale of any primitive component / static mesh / skeletal mesh.

By playing with the mass scale on a per-object basis you can get the object to have the effective movement/physics that you want in game.

If you are doing some kind of 3d weight scale game and you actually need 1 kg every time, it will require much more effort on my part :slight_smile:

Mass scale is easy and universally useful!


**Mass to Power 0 = 1**


[QUOTE=martoof;205376]

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 :(  WHY !!!! :confused:[/COLOR]
##############

[/QUOTE]


**If you raise anything to the power of 0, the value is 1! **

**Conceptual proof:**

This is because power implies Self-Multiplication, (x^2 = x * x), and the only thing you can multiply any number by and get itself  is 1.  So 1 is this Eternal Constant when it comes to exponential math, anything to 0 power is the same, constant, unchanged Origin of all exponential math. All numbers to the 0 power trace back to the same single point, the number 1, so this is Origin. And 0 represent the concept of Origin!


**Conventional Proof:**


```


                 X^y
 x^0 = x^(y-y) = --- = 1
                 x^y    


```




**So um, is that all you need then? A phys mat with power to 0?**


Mass scale as a BP node would be much more useful to more people and gives you fine tuned control on a per-object basis, and does not require phys-mats to be set anywhere :)


Rama

Rama what do you mean “Now work in packed games” ? What does it take to work in a pack game ? Is it possible to pack a game with all of the nodes from the plugin ?