LogPlayLevel:Display: UnrealBuildTool: C:/Program Files/Emscripten/clang/e1.25.0_64bit\llvm-link: link error in 'C:\Users\xxx\Desktop\game\Plugins\VictoryPlugin\Binaries\HTML5\CarCarCar-VictoryBPLibrary-Static.bc': Linking globals named '_ZN5physx28gUnifiedHeightfieldCollisionE': symbol multiply defined!
LogPlayLevel:Display: UnrealBuildTool: Traceback (most recent call last):
LogPlayLevel:Display: UnrealBuildTool: File "C:\Program Files\Emscripten\emscripten\1.25.0\emcc", line 1167, in <module>
LogPlayLevel:Display: UnrealBuildTool: shared.Building.link(linker_inputs, in_temp(target_basename + '.bc'), force_archive_contents=len([temp for i, temp in temp_files if not temp.endswith(STATICLIB_ENDINGS)]) == 0)
LogPlayLevel:Display: UnrealBuildTool: File "C:\Program Files\Emscripten\emscripten\1.25.0 ools\shared.py", line 1330, in link
LogPlayLevel:Display: UnrealBuildTool: assert os.path.exists(target) and (output is None or 'Could not open input file' not in output), 'Linking error: ' + output
LogPlayLevel:Display: UnrealBuildTool: AssertionError: Linking error:
LogPlayLevel:Display: UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
LogPlayLevel:Display: UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:\Users\xxx\Desktop\game\Binaries\HTML5\CarCarCar.js
s
, did you maybe considered creating custom UK2Node classes for those TMaps and TPairs nodes? it would allow you to make those nodes more type universal
**Note on Using the Save Image Nodes**
For the Save Capture Component 2D Image to Disk node, make sure to specify the image format you want **by including the appropriate extension, such such as .bmp, .jpg, .png**
If you are having trouble getting the image to save, try a different extension :)
Save Thumbnails / Snapshots from Capture Components!
Quoting :
"You can see the result in the following picture.
Each of the thumnails are generated via a custom scene capture component, saved and loaded as required:
I’m passing them into a material to remove the background (green screening) and then using set brush material.
Should save people some."
**Thanks for the new nodes !**
Being able to save screenshots from a CaptureComponent2D in Blueprints is so very useful!
:)
**UE4 Wiki, Plugin Download Page**
https://wiki.unrealengine.com/File:VictoryPlugin.zip
♥
Here is the code I wrote to get of the transformed vertex positions using the Body Instance and PhysX code!
I am doing many safety checks to ensure the Body Instance data is valid before utilizing it, and the result is that now you can get accurate vertex locations in packaged games!
//~~~ PhysX ~~~
#include "PhysXIncludes.h"
#include "PhysicsPublic.h" //For the ptou conversions
//~~~~~~~~~~~
//Get Transformed Vertex positions of any static mesh! -
bool UVictoryBPFunctionLibrary::GetStaticMeshVertexLocations(UStaticMeshComponent* Comp, TArray<FVector>& VertexPositions)
{
if(!Comp || !Comp->IsValidLowLevel())
{
return false;
}
//~~~~~~~~~~~~~~~~~~~~~~~
//Component Transform
FTransform RV_Transform = Comp->GetComponentTransform();
//Body Setup valid?
UBodySetup* BodySetup = Comp->GetBodySetup();
if(!BodySetup || !BodySetup->IsValidLowLevel())
{
return false;
}
//Get the Px Mesh!
PxTriangleMesh* TriMesh = BodySetup->TriMesh;
if(!TriMesh)
{
return false;
}
//~~~~~~~~~~~~~~~~
//Number of vertices
PxU32 VertexCount = TriMesh->getNbVertices();
//Vertex array
const PxVec3* Vertices = TriMesh->getVertices();
//For each vertex, transform the position to match the component Transform
for(PxU32 v = 0; v < VertexCount; v++)
{
VertexPositions.Add(RV_Transform.TransformPosition(P2UVector(Vertices[v])));
}
return true;
}
thanks for awesome work. I just downloaded your plugin.
But somehow is the BP GetRenderedActors not working. I thought I could use that one to detect the actors my player can see. But even if the objects are clearly out of the players field of view, they are still listed as visible.
Am I missunderstanding something here?
You’re understanding is correct, I have now fixed my BP nodes, Get Rendered Actors, and Get Not Rendered Actors, to work correctly in 4.6.1!
Get my latest download and enjoy!
I’ve tested these node as now working correctly.
They will indeed tell you when actors are not being rendered by the engine, such as when you are facing the other way while in-game
You can use my Get Rendered Actors node to find out the entire set of actors that have components that are currently being rendered by the engine!
**MinRecentTime**
You can use MinRecentTime to adjust what qualifies as "Recent enough"
So if you use MinRecentTime = 2, my nodes will return actors that were rendered within the past 2 seconds.
The default is really small because you generally just want to know which actors are currently being rendered, with no margin for "relatively recent."
I have a simple mind. What is the proper way to use Get Rendered Actors or Get Not Renders Actors to cause an event on Character dropping from the screen. Should I use the ForEachLoop into a Contains Item to do boolean logic off my Character being found in Get Not Rendered? Do I need the ForEachLoop?
I’ll play around with it tonight, just doing some reading now.
**Known**
Undo/Redo in my Vertex Snap Editor is not working correctly in 4.7, if someone investigates and fixes it let me know!
I will get to it as soon as I can. Rest of Vertex Snap Editor works great in 4.7 !
PS:
[QUOTE=KitatusStudios;228687]
Woo! Let us know what you get from the store :P
[/QUOTE]
It was too cold out, so I did the 4.7 upgrade instead !
:)
, when I try build my project with your plugin for I received below error during compilation 's Plugin:
[1/3] clang++.exe VictoryBPFunctionLibrary.cpp [armv7-es2]
LogPlayLevel: UnrealBuildTool: In file included from E:/Biblioteka/Dokumenty/Unreal Projects/gameDNAstudio/ChasingRobbers/Plugins/VictoryPlugin/Source/VictoryBPLibrary/Private/VictoryBPFunctionLibrary.cpp:12:
LogPlayLevel: UnrealBuildTool: In file included from Runtime/Engine/Public\PhysXIncludes.h:19:
LogPlayLevel: UnrealBuildTool: In file included from ThirdParty/PhysX/PhysX-3.3/include\PxPhysicsAPI.h:49:
LogPlayLevel: UnrealBuildTool: In file included from ThirdParty/PhysX/PhysX-3.3/include/foundation/PxBounds3.h:38:
LogPlayLevel: UnrealBuildTool: In file included from ThirdParty/PhysX/PhysX-3.3/include\foundation/PxTransform.h:37:
LogPlayLevel: UnrealBuildTool: In file included from ThirdParty/PhysX/PhysX-3.3/include\foundation/PxQuat.h:39:
LogPlayLevel: UnrealBuildTool: In file included from ThirdParty/PhysX/PhysX-3.3/include\foundation/PxVec3.h:38:
LogPlayLevel: UnrealBuildTool: In file included from ThirdParty/PhysX/PhysX-3.3/include\foundation/PxMath.h:50:
LogPlayLevel: UnrealBuildTool: In file included from ThirdParty/PhysX/PhysX-3.3/include\foundation/PxIntrinsics.h:42:
LogPlayLevel: UnrealBuildTool: D:\Epic Games\4.7\Engine\Source\ThirdParty\PhysX\PhysX-3.3\include\foundation\unix\PxUnixIntrinsics.h(92,9) : error: use of undeclared identifier 'isfinite'; did you mean 'isFinite'?
LogPlayLevel: UnrealBuildTool: return isfinite(a);
LogPlayLevel: UnrealBuildTool: ^~~~~~~~
LogPlayLevel: UnrealBuildTool: isFinite
LogPlayLevel: UnrealBuildTool: D:\Epic Games\4.7\Engine\Source\ThirdParty\PhysX\PhysX-3.3\include\foundation\unix\PxUnixIntrinsics.h(90,22) : note: 'isFinite' declared here
LogPlayLevel: UnrealBuildTool: PX_FORCE_INLINE bool isFinite(float a)
LogPlayLevel: UnrealBuildTool: ^
LogPlayLevel: UnrealBuildTool: D:\Epic Games\4.7\Engine\Source\ThirdParty\PhysX\PhysX-3.3\include\foundation\unix\PxUnixIntrinsics.h(98,9) : error: use of undeclared identifier 'isfinite'; did you mean 'isFinite'?
LogPlayLevel: UnrealBuildTool: return isfinite(a);
LogPlayLevel: UnrealBuildTool: ^~~~~~~~
LogPlayLevel: UnrealBuildTool: isFinite
LogPlayLevel: UnrealBuildTool: D:\Epic Games\4.7\Engine\Source\ThirdParty\PhysX\PhysX-3.3\include\foundation\unix\PxUnixIntrinsics.h(90,22) : note: 'isFinite' declared here
LogPlayLevel: UnrealBuildTool: PX_FORCE_INLINE bool isFinite(float a)
LogPlayLevel: UnrealBuildTool: ^
LogPlayLevel: UnrealBuildTool: 2 errors generated.
LogPlayLevel: UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
Just downloaded to play with in 4.7. Seems ok. But when I do a developmental build and run the program it tells me it can not find the victory plugin and then the game crashes.
Thanks for your hard work on the plugin ! I really enjoy it.
For some reason the plugin does not work on my project in a 4.6.1 to 4.7 upgrade.
It says could not be compiled from source. When I remove the plugin it works without issues. I tried the last three versions of the plugin. Any ideas?
Edit: I’m checking Visual Studio right now.
‘SetClassVolume’ : is not a member of ‘FAudioDevice’
‘ULocalPlayer::ControllerId’ : cannot access private member declared in class ‘ULocalPlayer’
‘IgnoreActors’ : is not a member of ‘FCollisionQueryParams’
error C2228: left of ‘.Empty’ must have class/struct/union
If you review thread, in a few posts back, someone else figured out that you need to include stuff in your .build.cs in order to compile my plugin for android
Here is that quote
If ed or someone else could provide their modified build.cs that would be great!
check your primate messages when you get a . I can’t figure out how to make Rendered Actor see my pawn. In the editor I call it , why cant it see (or not see) ?
Thanks ! I had the wrong date. Silly me. I thought I tried the first one too. I tried the first three but I must have mixed them around. The date mismatch threw me.