Hello Rama - thanks again for these nodes - i’ve just been using the texure loader which is really handy for me.
Is there a default path location set for the node? I’d like to have a folder within my build folder which contains several end-user replacable images which are loaded at runtime. Do I need to somehow find the path to the build folder (which can obviously be different for any install) or if I leave the path blank will it default to the same location as the exe?
If you have any free time i’d love to buy some of your time again for a camera based tweak.
I was wondering if you could add to the wiki a version of the plugin without the Editor module? When updating I always remove the editor part of the plugin because I don’t use it so I think would be nice to have a zip with those already splitted on different files as well.
Since this BP node is static there’s no easy way for me to set a default loading directory, unless I set it for everyone forever, such a default directory could be the working directory of your project where the .uproject is, or the root level of the Content folder
im having issues with the updated plugin, trying to build the plugin in VS like the video but im getting a error message that the rocket code exists when i build it, i copyed the project file and rebuilt it and updated to 4.7.1 but need to know if this was the right method of updating in VS since i got a error of a existing code
Why Use a Config Var?
Config vars have several benefits
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!
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.
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.
**Organization, **you can create as many config header sections as you want using my nodes, organizing all your custom settings this way!
All of your custom created config vars and sections are stored in:
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!
VectorVar=X=1.000 Y=2.000 Z=9000.123
StrVar=Yay For Custom Config Vars!!!
**Now you have fully featured ability to use config variables entirely in BP!**
PS: Here's example usage!
Hello, I’d like to use the blueprint code to spawn actors on specific sub-levels. Therefor I would like to use this plugin. But on project startup I get this error with 4.6.1:
Selecting [Yes] raises an error and tells me to rebuild them manually from source.
Now I know that you included the sourcefiles as well. But is there a tutorial somewhere on how to build a plugin for your project? Just opening the sourcefiles with Visual Studio does not allow me to compile them. I have no C++ knowledge :(. I looked for a tutorial but only found C++ code documentation and no tutorial for people without that knowledge.
I used the file from 01:01, 25 February 2015. I guess that the UE4 engine got updated in the last 5 days or so.
Oh I unzipped them in: “…\Unreal Projects<project name>\Plugins\VictoryPlugin”. Also moving the dll files to the top-level next to the VictoryPlugin.uplugin did not help.
Oh… I’ll just upgrade to 4.7.1 then :). Thank you.
But I just realized, from now on, I have to keep this plugin up2date all the time and hope that it is supported through future Unreal engine updates. And I ONLY need this one single function.
Just about any level that is created dynamically basically needs this functionality (unless it’s a tiny level). Is there any chance that this functionality will be build-in into the UE4 engine? Because spawning objects from a sub-level-blueprint still spawns them into the original level :(. I tried… I found no other way than to resort to C++ or a plugin (and this is the only plugin that I could find, with this functionality).
Maybe I’m doing something really silly again. But it does not work properly for me. I tested it in the 3rd person template, added 2 levels and added 2 level-stream-volumes to it and then spawned 3 spheres (one for each level). But right off the bat, they are all visible and loaded already even though the other 2 levels are not checked as initially loaded. Note that the meshes that are not spawned by code work properly (not shown on screenshot).
Also unloading the levels has no effect for the spheres. So I fear that they are all spawned in the persistent level instead.
And just a minor thingy, the “Return Value pin” from “Spawn Actor Into Level” must be cast to the actor that I spawned before I can use it, unlike the default build-in “Spawn Actor From Class”. Is that intended?
Hi Rama - I think it would be handy for built applications to have some kind of handle on where the .exe file is, then you can either build a path relative to that. I tried to make a python script which did that and wrote it to the game.ini file but it didn’t seem to write it in a format which your INI reader liked - it couldn’t find either the section or the var - I don’t know which. Here’s my python code (which I was going to turn into an exe which ran in a bat)
here = os.getcwd()
qDir = here + "\Questions"
inFile = here + "\Tower_A\Saved\Config\WindowsNoEditor\Game.ini"
config = ConfigParser.SafeConfigParser()
with open (inFile, 'wb') as configfile:
Like i said - it works but the ini reader doesn’t like it (I only had a quick go at it)
Here’s the thing, it actually works on everything BUT my player Pawn. Here’s what I think is the real issue:
If I use Is Rendered or Is Not Rendered on anything BUT my Pawn it works perfectly fine. If I use it for my Pawn I can’t even get the find substring for Penguin to work. There’s something about the way the engine is naming the Pawn from Player Start that I’m just not comprehending.
I contacted Epic about this issue a while back and was told by a senior Epic engineer that spawning actors directly into sublevels is not a supported functionality, and so the fact that my nodes are not working correctly does not surprise me.
Spawning into the persistent / main level and then hiding stuff as needed / managing your own level spawn list is the only thing I can recommend given what I’ve been told
Victory Absolute Paths! Live as of March 3rd 2015 build
Get the File Path to your project .exe, your project root directory, and more!
These paths are dynamically updated even if you move the entire project to a new location on your computer!
All these nodes are fully compatible with packaged builds and return absolute paths!
These nodes also work in Development/Editor builds!
**More Power For You in BP**
Now you can easily create your own folders/files, relative to the project root directory or your project's .exe!
Please note that in editor builds, the .exe returns your UE4Editor.exe location, but in packaged games it returns your game's .exe
I recommend using the Project Game directory for most of your relative path needs! This works the same in Editor and packaged builds!
You can also get your Saved and Logs folders for your project in both packaged and editor builds!
Yeah I kind of feel bad because I got him to make the nodes, only to have Epic basically say “Yeah, we don’t advise doing that”.
I feel like these nodes are really the only way we can take advantage of level streaming in a procedural way, so it is kind of sad. I am hoping that Epic gives us that ability in a future release.
So I am actually in the process right now of re-working my instancing system so that I can move them around, scale them to 0, etc. I am currently using “Add Instance” node, but you don’t have per instance control that way. Trying to use “Add Instanced Static Mesh” which should fit the bill, but haven’t had the time or energy lately to figure out why I can’t get them working similar to Add Instance.