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

Powerful Node To Find PhysX-accurate Distances Between Collision Surfaces!

Dear Community,

I’ve just released two new nodes to help you with all of your** collsion surface distance checks**!

These nodes let you easily tell how far a given point is from the actual PhysX surface of any UE4 game object with collision / primitive component!

I’ve even given you a node that let’s you directly check the distance between the physical surfaces of two objects!

See pics!

These nodes work with Characters and Skeletal Mesh actors that have physics assets!


**Distance Between Surfaces Of Two Objects**

![42686311a9773f2c63184ad34db5dc74c22ddbb9.jpeg|1280x960](upload://9tt9ZqijKdAvdmhpjpNvdh9ahU5.jpeg)

World Point Distance To Collision Of Any Object

6b63e52de9205cb6a07392fec3226bdf5fb84299.jpeg


**My C++ For You**

Here's the C++ code for my algorithm to get the distance between the colliding surfaces of any two objects!



```


float UVictoryBPFunctionLibrary::GetDistanceBetweenComponentSurfaces(UPrimitiveComponent* CollisionComponent1, UPrimitiveComponent* CollisionComponent2, FVector& PointOnSurface1, FVector& PointOnSurface2)
{
	if(!CollisionComponent1 || !CollisionComponent2) 
        {
            return -1;
        } 

        //Closest Point on 2 to 1
	CollisionComponent2->GetDistanceToCollision(CollisionComponent1->GetComponentLocation(), PointOnSurface2);
  
	//Closest Point on 1 to closest point on surface of 2
	return CollisionComponent1->GetDistanceToCollision(PointOnSurface2, PointOnSurface1);
}

_


```



**Latest plugin download on the UE4 Wiki: (15.22 mb) **

Not using the latest engine version? Check out my wiki section on which plugin release dates go with which engine version!

Plugin Release Date and UE4 Engine Versions


**Victory Plugin on Media Fire**

If your browser is not updating the Wiki download page to the most recent version, you can use my alternative Media Fire download link!

Please note clicking this link will not start a download instantly, it will just take you to the Media Fire file description.

https://www.mediafire.com/?g6uf9kt5ueb2upj

Note on Packaging Victory Plugin

Enjoy!

:slight_smile:

Rama

Np man! Glad I can help :slight_smile:

@Sahkan,@Rama
*.wav can be?
which plugin :confused:
thanks

1.Only *.ogg ( use Audacity to convert your audio files from w/e to ogg )

2.This plugin:

How to install:
In your project folder, make a new folder and name it Plugins.
Put the “VictoryPlugin” folder inside there. ( You will have this path: Path\ProjectName\Plugins\VictoryPlugin ).
That it.

Now open your project.
Open a blueprint graph, right click on the background and search for “Get Sound Wave From File”. ( I know it says wave, but it works only with ogg files ).
This node takes a path as input and returns a sound file.

If you want it to work no matter where your project is, store the sound files inside your project’s folder, something like that: Path\ProjectName\Sounds*.ogg
And use the “Victory Paths Game Root Directory” node.

The path string will look something like this ( pseudo code ):

path = VictoryPathsGameRootDirectory + “Sounds/myaudiofile.ogg”

Then you use this for the “Get Sound Wave From File” node’s input.

That’s it :slight_smile:

Thank you very much :o

You’re Welcome :smiley:

Hi Rama just a quick one!

Do you have any plans to build the Victory plug-in for Mac?

If not, could you tell me how can I do it?

Thanks!

the URL:http://www.mediafire.com/download/g6...toryPlugin.zip. I can’t download。Can you email me,Thanks

My beloved Rama!

I know it just got released, but do you have any ETA for Victory 4.10?

Thank youuuuu!

Awesome, thanks again for the work you do :slight_smile:

Someone who compiles C++ on Mac OS needs to compile my plugin there, for Development Editor, Development Game 64, and Shipping 32, then I can post the binaries for everyone.

If anyone would like to do this, please pm me.

:slight_smile:

Rama

Hee hee! :slight_smile:

I just installed VS 2015 (requirement in 4.10), and I will be doing the Victory BP upgrade shortly!

:slight_smile:

Rama

Draw Circle, Another Victory BP Library Node Is Now In 4.10 Main Engine Release!

Dear Community,

I submitted a C++ pull request to Epic to make Draw Debug Circle into a blueprint node, and now it has been released in 4.10!

From the 4.10 release notes:
“New: Blueprints can now draw circles via the Debug Draw Circle node.”

Here are some pics from my Victory BP Library version!

Make sure to check out “Draw Debug Circle!”

af68277ba636b7e04fc6af9b982616b2340402e4.jpeg


**Other Contributions from Me In 4.10**

**1. I made an algorithm performance improvement to the FABRIK animation node:**
https://github.com/EpicGames/UnrealEngine/pull/1133

2. I ensured proper functioning of **SetEnableGravity** for **destructible components**, so that you can change gravity of apex pieces at any time after the destructible is destroyed.
https://github.com/EpicGames/UnrealEngine/pull/1249

3. **FVector:: DistSquaredXY for Vector.h**, only C++ accessible
https://github.com/EpicGames/UnrealEngine/pull/1365

4. **Crash fix for GameSession.h**, when the playerstate class is invalid in the game mode.
https://github.com/EpicGames/UnrealEngine/pull/1453

Enjoy!

Rama

Look forward to it, thanks.

How Can I Use Victory BP Node ~ Load Level Instance ~ In a Multipalyer Game?

Dear Community,

To make sure that a client loads in the levels you are crafting via my Load Level Instance node in a multiplayer game, all you have to do is use a multicast BP custom event.

See the pic!

Enjoy!

Rama

31756ecbfecc7842132993d8f25b3da08bf5b301.jpeg

Make sure you are clicking on the link and not copying and past it to the address line.
If the address is too long it will shorten the text and put “…” in the middle of it.

Victory Plugin Upgraded to 4.10!


**Upgraded to 4.10!**

My Victory BP Library Plugin is Now Upgraded to 4.10!

My [Victory Ed Engine](https://wiki.unrealengine.com/Rama%27s_Vertex_Snap_Editor_Plugin#Overview) Vertex Snap and Instanced Static Mesh Editor is also upgraded to 4.10!

**Latest plugin download on the UE4 Wiki: (7.16 mb) **

Not using the latest engine version? Check out my wiki section on which plugin release dates go with which engine version!

Plugin Release Date and UE4 Engine Versions


**Victory Plugin on Media Fire**

**If your browser is not updating the Wiki download page** to the most recent version, you can use my alternative Media Fire download link!

Please note clicking this link will not start a download instantly, it will just take you to the Media Fire file description.

https://www.mediafire.com/?g6uf9kt5ueb2upj

Note on Packaging Victory Plugin


**Donations**

Donations can be sent to me via:
http://lightningfitness.org/donate/

Enjoy!

:)

Rama

Hey Rama, thank you very much for updating your plugin to 4.10 :slight_smile:

Also congrats for getting 5 of your awesome contributions into 4.10!

When I read about that you fixed SetEnableGravity for destructibles, I thought about a very useful node you might be able to add to your plugin.

At the moment (in BP) you can hit a destructible component with a trace and the HitBoneName (Name) is telling you which chunk of the fractured mesh the trace hit and the HitItem (Int) is also telling you which chunk of the DM was hit. Would there be a way to delete this part from the destructible mesh so that it disappears? I guess that’s surely possible in C++ so if you could expose that to BP in your plugin that would be really awesome!

It would allow everyone to manipulate these chunks from BP. For example, at the moment I face the problem that quite huge chunks can block the path of the player. If I could just make the player destroy individual chunks, he could free his path without deleting the whole destructible component which would look really strange, it’s like shooting on one stone and suddenly 200 stones around you disappear.

Would be really awesome :o

Rama you are smart :3 can u answer me that questions:

Why cant ue4 just save all variables states etc with one little command?

I mean ingame just type: save “savename”
And there after you can do: load “savename”

And it just works.

Wouldnt that be awesome…

Dear Rama,

I get this error when i try to build the plugin in VS2015.

Any ideas on what i am doing wrong?

Thank you!

Hi there!

You’re showwing me the VS error list, not the output window, please always show me the output window :slight_smile:

Try Rebuilding the project, which will reenereate the Intermediate folder for the plugin :slight_smile:

Please note rebuilding is different then regular build, "Rebuild Solution"

Just dont do this with a custom engine build anyone, unless you want to rebuild the engine.

That’s the only way to regenerate the plugin Intermediate Folder which I can’t possibly include with my download since its usually about 1 GB it size :slight_smile:

Nce to hear form your Roccino!

:slight_smile:

Rama