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

Hi ,
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 makes one you can play around with .

Hope you enjoy

Many thanks ryanjon!!! :o

Yes thanks for doing that!

Great to hear from you Ulrich!

If I get I will try to implement your request!

Thanks for your own community contributions Ulrich!

Get OS Platform

Platforms you can check for:

**Windows
Mac
Linux

PS4
XBoxOne

iOS
Android

HTML5

WIN RT
WIN RT ARM**

Enjoy!

New BP Node!

node sets the bloom intensity of any PP volume!

node was contributed by community member !

Enjoy!

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

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

##############
Here’s what I know :
We want to have an 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 step, my has a Mass in Kg = 2198.014
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 step, my 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 (i would like to get optionaly !) because mass[Kg] = density[g/cm3] x volume[cm3]

** calculation is so complicated, i just want to be able to set manually the mass of my !!!**
In fact, there is a value in the physical material which cause 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 has Mass in Kg = 1.001 WHY !!!
##############

Do you know how engine calculate the mass ? what values and calculations are used ? I would like understand if it’s possible!!
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 !

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!

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

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

old but has nice in-game pic

actual!

Hi there! Nice colors in your post!

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- basis you can get the 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, it will require much more effort on my part

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  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   ---&gt;   my  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:**

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  Eternal Constant when it comes to exponential math, anything to 0 power is the same, constant, unchanged Origin of  exponential math.  numbers to the 0 power trace back to the same single point, the number 1, so  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  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- basis, and does not require phys-mats to be set anywhere :)``````

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 of the nodes from the plugin ?

Do I need a 4.7 to get it to work with packed games? Great work btw, everytime I open thread, I find nodes I never knew I couldn’t live without

I’m having some problems with Get Rendered Actors and Get Not Rendered Actors. If an actor is rendered once, then it will always be considered rendered, even off screen.

I have it so when I press F, it stores an array with the rendered actors, it also clears the old array if used again. I then have it print the name of it on screen. So I start the game and when I press F it prints nothing, after I look at the actor it prints that actor’s name, but if I look away it still prints that actor. The problem is also in Not Rendered Actors, I start the game and it prints the actor’s name, I look at it and it prints nothing, then I look away and still prints nothing. I’ve been using the default 0.01 seconds to check for rendered actors, but it seems to ignore that since it’s always considered rendered even with 0 seconds. Am I just not using correctly?

Hey , a quick question. Is the code included in the download completely free to use for any and purposes? I don’t believe it contains any document that describes permissions as to what it’s allowed to be used for? And yes, I realize touching the code is not strictly necessary, but in some cases I would prefer to just use the C++ code directly instead of the blueprints.

As of 4.6.1, a code-based project is required to package the game, but a BP-only project can use the plugin during development.

is going to be fixed by Epic soon

``````

[QUOTE=Pampers;206799]
Do I need a 4.7 to get it to work with packed games? Great work btw, everytime I open  thread, I find nodes I never knew I couldn't live without :)
[/QUOTE]

Hee hee! Glad you like my various BP node offerings!

``````

I will have to look into that, I am just using Epic’s function internally, so perhaps there is something going on with the function itself, send me a PM if I haven’t gotten to within 2 weeks or so.

Giving Me Credit for Victory BP Library