, 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?
I still have no idea what is, what it does, or why I would want it, even after reading 3 pages of docs.
But looking through thread it seems that has something good, and given it away, so thanks from a future version of me, who knows what it’s about and is using it.
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
Edit: It would be awesome if you could make it so it was possible to select individual instances after an ISM is made and translate/scale/rotate them without converting back. But that’s just gravy.
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
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.
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!
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.
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!
**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!
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