Rama
(Rama)
March 14, 2015, 10:58pm
688
, take the hugs I have! Great job!
Since I don’t know anything about instanced meshes, I would like to ask if it only works with meshes of the same kind? So I can’t instance different meshes, right?
Greetings,
Yes each instanced static mesh can only be instancing a single static mesh asset, but you can make as many instanced static meshes as you want using my system, and fast to!
I pick the static mesh asset from the first static mesh actor that you have selected when you press the i key
[QUOTE=;247275]
The ISM tool is seriously amazing. I was able to take a level with a lot of scaled around meshes (cave made out of rocks) and quickly go through and turn them into ISMs - performance got a huge boost. It will also be super useful for hand editing the random-gen levels that the Turn Based Strategy Example spits out (I modified it so you can run it in editor to generate levels at design- and hand-edit them). Before I was having to figure out their coordinates and then find the instance that way, manually!
Thanks :)
[/QUOTE]
Yaaay! Glad you like!
If you'd like to see in the Engine, make sure to share your beneficial experience on Github itself!
/EpicGames/UnrealEngine/pull/917
arbopa
(arbopa)
March 15, 2015, 12:09am
689
,
Finally added your plugin to a project and got it working right. I just added a c++ function, then copied the victoryplugin directory over to my project and like magic VS picked up that it was there and added it to the sln.
So now I can use some of the BP nodes you have made, which is great since I find them to be necessary stuff that should be standard.
I will probably at some point pull the editor stuff out, as I am not using that part of the plugin, so no need to add extra code to the build.
Thanks.
Rama
(Rama)
March 15, 2015, 8:00pm
690
,
Finally added your plugin to a project and got it working right. I just added a c++ function, then copied the victoryplugin directory over to my project and like magic VS picked up that it was there and added it to the sln.
So now I can use some of the BP nodes you have made, which is great since I find them to be necessary stuff that should be standard.
That’s great to hear! Have fun today!
Rama
(Rama)
March 15, 2015, 8:02pm
691
Get Current Operating System
annnnd
Get Milliseconds/Seconds/Minutes/Hours Passed Since Previous Recorded!
These two nodes can be used to
obtain the current local Operating System for your computer.
obtain the amount of milliseconds/seconds/minutes/hours that have passed since the you recorded for the first node! You can stores as many times as you want! They are simply stored as a string!
You can use these two nodes to record down to the sub-millisecond the amount of passing between game events!
**The milliseconds portion is a float, so you can record far smaller than 1 millisecond!
**
In the attached picture I record the amount of real-world between two play sessions!
Enjoy!
’ Suite of Custom Config Section BP Nodes!
Using my new suite of BP nodes, you can create as many of your own custom config file sections as you want!
You can both create and retrieve ini variables with any name and fundamental type that you want!
**Supported Types:**
Bool
Int
Float
Rotator
Vector
Color
String
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 way! Data is stored between level loads and even after the current instance of the game is shut down.
So in 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! 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 your custom settings way!
**Game.ini**
of your custom created config vars and sections are stored in:
**Saved/Config/Windows/Game.ini**
Players can navigate to 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!
```
[DebugWindows]
ConsoleWidth=160
ConsoleHeight=4000
ConsoleX=-32000
ConsoleY=-32000
[/Script/UnrealEd.ProjectPackagingSettings]
BuildConfiguration=PPBC_Development
StagingDirectory=(Path="E:/MYPROJECT_DELETE")
FullRebuild=True
ForDistribution=False
UsePakFile=True
UseOBB_InAPK=False
CulturesToStage=en
[Victory]
BoolVar=True
VectorVar=X=1.000 Y=2.000 Z=9000.123
StrVar=Yay For Custom Config Vars!!!
FloatVar=234.000000
```
**Now you have fully featured ability to use config variables entirely in BP!**
PS: Here's example usage!

How can I delete the section inside the config file. I tried delete the section by editing the Game.ini but everytime I add or modify the config file using BP nodes, the previous sections comes back.
Thanks,
Rama
(Rama)
March 17, 2015, 4:14am
694
I am looking into the matter and will post when I have more info
EDIT: I dont see any easy way to remove the cached version of the added section names, upon quick glance I did not see the values being stored in any default ini at the project level.
There do not appear to be any built in functions for deleting a section, if someone finds such a function let me know!
Anyone who has more to look into , please investigate ConfigCacheIni.h and also see if they can find where the saved version of the sections and values is going!
Rama
(Rama)
March 17, 2015, 4:21am
695
Get a Hard-drive accurate listing of Save Game Objects!
Get a Hard-drive accurate listing of Save Game Objects!
Dear Community,
I’ve released a new node that gives you a hard-drive accurate listing of save game files that you’ve created!
I am referring to UE4’s Save system!
You can now access a full listing in a developer build or in a packaged game, to know the save files that have been saved!
These save files are stored in GameDir/Saved/SaveGames
**UE4 Blueprint Save System?**
If you did not know, you can use UE4's save system like :
1. Create a new blueprint based on SaveGame
2. Add your variables to the blueprint that you want to save the values of
3. in level BP or some other blueprint, create a save game , and set the values of that
4. Save to a Save Game Slot, as shown in my pictures
5. You can load a save game from a Slot name at any!
6.** Now with my new Victory BP Library, you can obtain a full listing of existing save games as stored on your computer's hard disk! ** let's you know whether a file exists before you try to load it! You can also find out how many save files exist from within BP!
Enjoy!
node is awesome for managing saved games ! Thanks a lot
Rama
(Rama)
March 17, 2015, 11:07pm
697
[COLOR=“#0000FF ”]Draw Thick Circle With Axis Control [/COLOR]
Fun node for you!
With node you can draw circles!
And you can control their thickness, as well as how many points make up the circle!
You can also have axis control !
So you can draw circles horizontally, vertically, at angles, any way you like, with convenient BP node inputs!
See pics!
Parvan
(Parvan)
March 18, 2015, 9:49pm
699
Thanks for the plugin ! Rock rock
I still can’t get Linux to compile.
Error 3 error : Failed to produce item: \Plugins\VictoryPlugin\Binaries\Linux\libRandom-VictoryBPLibrary-Static.a
I tried the last five versions of the plugin. Am I missing something?
Thanks for your!
Rama
(Rama)
March 19, 2015, 1:49am
700
!
There’s a bug in your Instanced Static Mesh code!
YOU CAN’T SEND YOUR INSTANCED STATIC MESH COLLECTION INTO ANOTHER LEVEL via level Streaming (I mean say you put in Persistant Level and you meant it to be in “PL_01”) if you use “Move Selected Actors to Level” your code Breaks!.. Sometimes.
It’s super-weird. Sometimes it’ll happen and sometimes it won’t. Just thought I’d let you know!
That’s not my fault, Epic has not instituted copying of instanced static mesh components and retaining instancing information yet.
If you try drag-copying an instanced static mesh you will see what I mean.
Unless I do a pull request and Epic accepts it there’s no way I can fix , it is best if you report to Epic via Answerhub or feedback thread.
Thanks for the plugin ! Rock rock
I still can’t get Linux to compile.
Error 3 error : Failed to produce item: \Plugins\VictoryPlugin\Binaries\Linux\libRandom-VictoryBPLibrary-Static.a
I tried the last five versions of the plugin. Am I missing something?
Thanks for your!
Please post the whole compile error list and then maybe I can help!
Parvan
(Parvan)
March 19, 2015, 3:10am
701
MainFrameActions: Packaging (Linux): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: U:\Files\user\Documents\Unreal Projects\Random Commit\Plugins\VictoryPlugin\Binaries\Linux\libRandom-VictoryBPLibrary-Static.a
MainFrameActions: Packaging (Linux): UnrealBuildTool: Cumulative action seconds (8 processors): 0.00 building projects, 7607.22 compiling, 0.00 creating app bundles, 0.00 generating debug info, 12.34 linking, 0.00 other
MainFrameActions: Packaging (Linux): UnrealBuildTool: UBT execution: 1125.66 seconds
MainFrameActions: Packaging (Linux): CommandUtils.Run: Run: Took 1125.963s to run UnrealBuildTool.exe, ExitCode=2
MainFrameActions: Packaging (Linux): ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:2): V:\UnrealEngine-4.7.2-release\UnrealEngine-4.7.2-release\Engine\Binaries\DotNET\UnrealBuildTool.exe Random Linux Development “U:\Files\user\Documents\Unreal Projects\Random Commi
MainFrameActions: Packaging (Linux): t\Random.uproject” -noxge -NoHotReloadFromIDE. See logfile for details: ‘UnrealBuildTool.txt’
MainFrameActions: Packaging (Linux): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Linux): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Linux): Program.Main: ERROR: Exception in AutomationTool: Command failed (Result:2): V:\UnrealEngine-4.7.2-release\UnrealEngine-4.7.2-release\Engine\Binaries\DotNET\UnrealBuildTool.exe Random Linux Development “U:\Files\user\Documents\Unreal Projects\Random Commi
MainFrameActions: Packaging (Linux): t\Random.uproject” -noxge -NoHotReloadFromIDE. See logfile for details: ‘UnrealBuildTool.txt’
MainFrameActions: Packaging (Linux): Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) in v:\UnrealEngine-4.7.2-release\UnrealEngine-4.7.2-release\Engine\Source\Programs\AutomationTool\ProcessUtils.cs:line 795 MainFrameActions: Packaging (Linux): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars) in v:\UnrealEngine-4.7.2-release\UnrealEngine-4.7.2-release\Engine\Source\Programs\AutomationTool\UBTUtils.cs:line 35
MainFrameActions: Packaging (Linux): at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) in v:\UnrealEngine-4.7.2-release\UnrealEngine-4.7.2-release\Engine\Source\Programs\AutomationTool\UE4Build.cs:line 344 MainFrameActions: Packaging (Linux): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity, Dictionary2 PlatformEnvVars) in v:\UnrealEngine-4.7.2-release\UnrealEngine-4.7.2-release\Engine\Source\Programs\AutomationTool\UE4Build.cs:line 1327 MainFrameActions: Packaging (Linux): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) in v:\UnrealEngine-4.7.2-release\UnrealEngine-4.7.2-release\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:line 114 MainFrameActions: Packaging (Linux): at BuildCookRun.DoBuildCookRun(ProjectParams Params) in v:\UnrealEngine-4.7.2-release\UnrealEngine-4.7.2-release\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 251 MainFrameActions: Packaging (Linux): at BuildCommand.Execute() in v:\UnrealEngine-4.7.2-release\UnrealEngine-4.7.2-release\Engine\Source\Programs\AutomationTool\BuildCommand.cs:line 37 MainFrameActions: Packaging (Linux): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary`1 Commands) in v:\UnrealEngine-4.7.2-release\UnrealEngine-4.7.2-release\Engine\Source\Programs\AutomationTool\Automation.cs:line 380
MainFrameActions: Packaging (Linux): at AutomationTool.Automation.Process(String] CommandLine) in v:\UnrealEngine-4.7.2-release\UnrealEngine-4.7.2-release\Engine\Source\Programs\AutomationTool\Automation.cs:line 352
MainFrameActions: Packaging (Linux): at AutomationTool.Program.MainProc( Param) in v:\UnrealEngine-4.7.2-release\UnrealEngine-4.7.2-release\Engine\Source\Programs\AutomationTool\Program.cs:line 168
MainFrameActions: Packaging (Linux): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Param) in v:\UnrealEngine-4.7.2-release\UnrealEngine-4.7.2-release\Engine\Source\Programs\AutomationTool\Utils.cs:line 705
MainFrameActions: Packaging (Linux): at AutomationTool.Program.Main() in v:\UnrealEngine-4.7.2-release\UnrealEngine-4.7.2-release\Engine\Source\Programs\AutomationTool\Program.cs:line 115
MainFrameActions: Packaging (Linux): Program.Main: ERROR: Command failed (Result:2): V:\UnrealEngine-4.7.2-release\UnrealEngine-4.7.2-release\Engine\Binaries\DotNET\UnrealBuildTool.exe Random Linux Development “U:\Files\user\Documents\Unreal Projects\Random Commit\Random.uproject” -noxge -NoHotReloadFromIDE. See logfile for details: ‘UnrealBuildTool.txt’
MainFrameActions: Packaging (Linux): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Linux): Program.Main: AutomationTool exiting with ExitCode=2
MainFrameActions: Packaging (Linux): Domain_ProcessExit
MainFrameActions: Packaging (Linux): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Linux): AutomationToolLauncher exiting with ExitCode=2
MainFrameActions: Packaging (Linux): copying UAT log files…
MainFrameActions: Packaging (Linux): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Linux): BUILD FAILED
1>------ Build started: Project: Random, Configuration: Linux_Development_Game Win32 ------
1> Performing 3 actions (8 in parallel)
1> [1/3] Compile VictoryBPFunctionLibrary.cpp
1> In file included from U:\Files\user\Documents\Unreal Projects\Random Commit\Plugins\VictoryPlugin\Source\VictoryBPLibrary\Private\VictoryBPFunctionLibrary.cpp:12:
1> In file included from Runtime/Engine/Public\PhysXIncludes.h:19:
1> In file included from ThirdParty/PhysX/PhysX-3.3/include\PxPhysicsAPI.h:49:
1> In file included from ThirdParty/PhysX/PhysX-3.3/include/foundation/PxBounds3.h:38:
1> In file included from ThirdParty/PhysX/PhysX-3.3/include\foundation/PxTransform.h:37:
1> In file included from ThirdParty/PhysX/PhysX-3.3/include\foundation/PxQuat.h:39:
1> In file included from ThirdParty/PhysX/PhysX-3.3/include\foundation/PxVec3.h:38:
1> In file included from ThirdParty/PhysX/PhysX-3.3/include\foundation/PxMath.h:50:
1> In file included from ThirdParty/PhysX/PhysX-3.3/include\foundation/PxIntrinsics.h:42:
1>ThirdParty/PhysX/PhysX-3.3/include\foundation/unix/PxUnixIntrinsics.h(92,10): error : use of undeclared identifier ‘isfinite’; did you mean ‘isFinite’?
1> return isfinite(a);
1> ^~~~~~~~
1> isFinite
1> ThirdParty/PhysX/PhysX-3.3/include\foundation/unix/PxUnixIntrinsics.h(90,23) : note: ‘isFinite’ declared here
1> PX_FORCE_INLINE bool isFinite(float a)
1> ^
1>ThirdParty/PhysX/PhysX-3.3/include\foundation/unix/PxUnixIntrinsics.h(98,10): error : use of undeclared identifier ‘isfinite’; did you mean ‘isFinite’?
1> return isfinite(a);
1> ^~~~~~~~
1> isFinite
1> ThirdParty/PhysX/PhysX-3.3/include\foundation/unix/PxUnixIntrinsics.h(90,23) : note: ‘isFinite’ declared here
1> PX_FORCE_INLINE bool isFinite(float a)
1> ^
1> 2 errors generated.
1> -------- End Detailed Actions Stats -----------------------------------------------------------
1>ERROR : UBT error : Failed to produce item: U:\Files\user\Documents\Unreal Projects\Random Commit\Plugins\VictoryPlugin\Binaries\Linux\libRandom-VictoryBPLibrary-Static.a
1> Cumulative action seconds (8 processors): 0.00 building projects, 29.29 compiling, 0.00 creating app bundles, 0.00 generating debug info, 0.00 linking, 0.00 other
1> UBT execution: 61.87 seconds
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073: The command “V:\UnrealEngine-4.7.2-release\UnrealEngine-4.7.2-release\Engine\Build\BatchFiles\Build.bat Random Linux Development “U:\Files\user\Documents\Unreal Projects\Random Commit\Random.uproject”” exited with code -1.
========== Build: 0 succeeded, 1 failed, 1 up-to-date, 0 skipped ==========
Thanks for any help. Maybe it’s because I’m using 4.7.2? You are on 4.7.1 right?
Rama
(Rama)
March 19, 2015, 4:44am
702
Epic Needs to fix the PhysX Errors!
@Parvan
Oh!
These are the PhysX errors!
** is a problem that Epic has to fix!**
1>ThirdParty/PhysX/PhysX-3.3/include\foundation/unix/PxUnixIntrinsics.h(92,10): error : use of undeclared identifier 'isfinite'; did you mean 'isFinite'?
1> return isfinite(a);
1> ^~~~~~~~
1> isFinite
1> ThirdParty/PhysX/PhysX-3.3/include\foundation/unix/PxUnixIntrinsics.h(90,23) : note: 'isFinite' declared here
1> PX_FORCE_INLINE bool isFinite(float a)
1> ^
1>ThirdParty/PhysX/PhysX-3.3/include\foundation/unix/PxUnixIntrinsics.h(98,10): error : use of undeclared identifier '**isfinite**'; did you mean '****isFinite****'?
1> return isfinite(a);
1> ^~~~~~~~
1> isFinite
1> ThirdParty/PhysX/PhysX-3.3/include\foundation/unix/PxUnixIntrinsics.h(90,23) : note: 'isFinite' declared here
1> PX_FORCE_INLINE bool isFinite(float a)
In the short term you can go into the relevant PhysX files and change isfinite to IsFinite yourself ( do so at your own risk, let me know how it goes )
PS: add your voice here to get addressed faster by Epic
Parvan
(Parvan)
March 19, 2015, 6:41am
703
Thank you ! Hopefully they get a fixin. Hehe
intoxicat3
(intoxicat3)
March 19, 2015, 1:15pm
704
First of thanks , great work!
Is there any that you can tell us which file to download to get it working with 4.6.1?
Dear ,
Can you pls do a node to get a String Array of level names that can be loaded via “Open Level”?
Something like “Get Names of Loaded Levels”, but only “Get names of Levels”
I want to create a simple level selector, that allows me to select a map to play. Right now I’ve hardcoded the list of maps, but it’s a clunky solution at best. Is there a way to list all maps included in project, or in specific directory? Preferably...
Reading time: 1 mins 🕑
Likes: 6 ❤
Parvan
(Parvan)
March 19, 2015, 10:49pm
706
I was working on a three month old build of 's plugin on 4.6.1 not too long ago if I remember right.
Yep, just checked my repository.
https://git.metahusk.com/commit/?r=random.git&h=8d6736f4bf8332748ca5662d607c13b5893fec43
I think the plugin versions dated around December 2014 will work for sure with v4.6 and likely newer versions too. (But I never tried them) Just trying to be helpful.
Everything and the nodes work great, but for some reason any JoyISM objects vanish in a built version of my projects. They are there in editor and look/work fine, shadow building and everything, but as soon as the game is compiled, they just vanish. I’ve even tried promoting them to blueprints, and trying to spawn them in-game, with no error and no result. It’s a 4.7.3 C++ project. Since I am not getting any errors, I don’t know where I can look to try and fix it. Could there be something simple that I’m still missing? Many thanks in advance.
Rama
(Rama)
March 21, 2015, 1:46am
708
Yea I hope so too!
First of thanks , great work!
Is there any that you can tell us which file to download to get it working with 4.6.1?
You’re welcome!
Any build before February 24th, release date of 4.7, should work!
Ahh is a great idea for a node!
Everything and the nodes work great, but for some reason any JoyISM objects vanish in a built version of my projects. They are there in editor and look/work fine, shadow building and everything, but as soon as the game is compiled, they just vanish. I’ve even tried promoting them to blueprints, and trying to spawn them in-game, with no error and no result. It’s a 4.7.3 C++ project. Since I am not getting any errors, I don’t know where I can look to try and fix it. Could there be something simple that I’m still missing? Many thanks in advance.
I will have to investigate , you mean a packaged game right?