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

Hello again. I decided to ask what I already wondered in my previous post, no matter if it is maybe silly or just “wrong question”. I was thinking, making custom angle and direction line trace from actor is not very straightforward, but it involves just a math and trigonometry - so maybe it should not be hard to make a custom “node” like i imagine in illustration attached? I was searching around, maybe there is already something like that, but did not find such. Any thoughts on , please? Maybe it can be made? Or, if it exists, please point me to that? Thank You! :slight_smile:
EDIT: in that imagined node illustration, i forgot to edit to imagined name - “Make Trace” (“Draw Trace”).

Hi,
I just tested the 4.19 release and I see that the “AnimatedVertex__GetAnimatedVertexLocations” node has been removed.

I hoped that I’d have to do was add the code back into the cpp/h files, however it’s failing to compile at: Mesh->ComputeSkinnedPositions(Locations); stating that it “function does not take 1 arguments”.

I just wondered how I can fix (what other arguments is it after?), or whether there’s an alternative way to get the array of vertices.

Thanks.

Hi !
thank you for that great plugin!
I have a question. How to unload the textures loaded by the function “LoadTexture2D_FromFileByExtension” ?

Hey, I heard a lot about you
Thanks for the stuff you are creating for the community!
Is there a way to choose the texture from an open-file-dialog? I want enable users to use their custom images

pls help. i don’t understand how to convert into Instanced Static Mesh by pressing “i” my own mesh. meshes by are convert but my dont convert. UE4.16

I am attempting to work with right now. I added the interface to two actors, set the teams to 1 and 2 with set Generic Team ID, and I have ai perception and stimulus set up. If I set the ai perception to find enemies, neutrals, and friendlies my actor is found. If it is set to just enemies the actor is not found. Am I missing a step?

interface.PNG.jpg

Not that I am aware of.
Unfortunately the AI perception/stimulus system has various issues, some of which are related to the way it uses / doesn’t use the IGenericTeamAgentInterface.

We have various comments and fixes in our source relating to these, along with some colourful language :expressionless:

Hi
Glad to see your plugin is alive and become a really indispensable thing for such amount of UE4 users.

But I have a next question.
There is a thing we, BP only users, still don’t have even as affordable paid plugin.
I’m about a custom AI tick based pathing with jumping logic like you’ve described in wiki

there’s a lot of BP only users like me, who can, in the best case, copypaste some code and even modify it a little,
but who are completely helpless when something goes wrong during compilation.

So.
Maybe we can somehow motivate you to build it as a plugin?
I’m not speaking about free one like Victory, but a paid marketplace one,
or maybe we could organize some crowdfunding to compensate and efforts

Everything have it’s price in money and , so please, tell us, if there is a possibility you can spend your for such a plugin, and if yes, what’s the price.

Hi, is it possible to load an image from a web server by adding the URL adress in the “Full File Path” in the “Victory Load Texture 2D from file”?
Thanks

No, it will only load off the local computer.

So, I’m having weird where:
In editor when we try to call to load a string from our Engine.ini Screenshot - f3d2e423949f98bf0b93d831f8e9d5f2 - Gyazo
It works in editor and standalone mode. But when I attempt to do it when we package the game for distribution, it doesn’t work. Like, the node gets fired off because the Test.txt file appears ( Screenshot - c47db4c7a2b8ac96932577ae6a959f65 - Gyazo and it makes that save text appear, but it just doesn’t work for what we need it to.

Has anyone managed to use the “Capture 2D Save Image” successfully? I’ve managed to get the load 2d texture node to work but with one havent had any success, I’ve tried various setups and file types but it never appears to save anything. Wondering if anyone knows a work around?

Thanks!

Hi there! I wanted to make sure to acknowledge your request :slight_smile:

Currently I don’t have the to update the multi-threaded AI Jumping logic to 4.19 and also make it BP-accessible.
=sMMSQdnyt6o

A very exciting starting point though would be exposing more of the Nav Mesh core functions that would allow you to do your own calculations.

I will work on at my next opportunity.

Special thanks to @ for stopping by in thread!

:heart:

WooooT… thanks… I was writing a small bit for creating a proc in BPs… but you already have it here… Thanks a bunch! I can’t wait to try out some of those other goodies too. Thanks to the other contributers as well.

You don’t have something in here that can log a WAN address and/or port do you? … Edit: Found on page 89 usage for the send/request node! Hells yeah! I’ve been putting these two things off forever… and here I find you’ve it for us. Thank you sooooo much.

keep up the good stuff…

Yeah, just confirming. I’ve implemented both and they work flawlessly. I am in your debt. Thank you!

I have problem white IO reading file text “LogStreaming: Warning: Failed to open ANSI TEXT file KeyboardConfig.ini” I use UE4.19

Ok i resolved :slight_smile:

Thanks :slight_smile:

@Would there be any way for the Read Pixels From File to support 16 or 24 bit integer colors? Additionally, a new function designed specifically for reading these color formats wouldn’t even need to generate an accurate Texture2D, just write the uncompressed pixel data to an array without generating an actual Texture. Thanks.

I fix by adding “UMG”, “Slate”, “SlateCore” module to PublicDependencyModuleNames in myproject.build.cs

They’ve reworked that quite a lot, it’s now:

static void ComputeSkinnedPositions
(
USkinnedMeshComponent * Component,
TArray < FVector > & OutPositions,
TArray < FMatrix > & CachedRefToLocals,
const FSkeletalMeshLODRenderData & LODData,
const FSkinWeightVertexBuffer & SkinWeightBuffer
)

That’s changed a lot and I haven’t had to learn how it works now. I’ll be giving it another go soon though, because I want to use it with Niagara.

It looks like is a bit too complicated for me. I’ve found out where that data lives now, but it looks like I can’t access it without suspending the rendering. I have no idea how to do that.