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. Iāve even tried promoting them to blueprints, and trying to spawn them in-game, with no error and no result. Itās a 4.7.3 C++ project. Since I am not getting any errors, I donāt know where I can look to try and fix it. Could there be something simple that Iām still missing? Many thanks in advance.
Correct! I can combine meshes fine in editor, and they work fine, but packaging the project (package for development, win-64bit), and they donāt appear. Interestingly enough I tried promoting a JoyISM to a full blueprint, and then tried to spawn it, which had the same result, worked in editor, but not in game.
the nodes from the plugin work fine however. Any assistance is greatly appreciated!
Sounds like is related to the same where instanced static mesh components do not copy correctly when you try to duplicate an actor that has an instanced static mesh component, I may have to do some extensive investigation of / modifcation to Epic code and may take some, but thanks for letting me know about in friendly-fashion!
PS: summary, could take a while, please dont be waiting/dependent on a solution happening within a 2-3 weeks.
Yeah, sure. You and no solution within 2-3 weeks?! I bet as soon as you start looking, you already have the solution, because you are you!
But now to be serious, youāve so much and keep doing so much for the community, I think that we can be patient.
Iām sure you are going to find a solution ^^
Greetings,
PS: That particular would be more or less something which I would use near the end of my project anyways, since I think itās more of a way to optimize oneās project, or am I wrong?
Heh, understood and appreciated! Iāll wait patiently. Iām using some of your nodes in the project already, and those are working perfectly, and Iāll gladly wait to use the ISM conversion. Thanks for the reply!
updates, as far as I know, the plugin only for every stable release, so there wonāt be a update for a preview or the branch (especially the branch as itās the most unstable version with the most changes).
If I add a āCreate Texture Render Target 2Dā Iām unable to save the project if the BP actor is in the scene.
Any idea how to get around ?
Canāt save D:/GitHub/LeapProjectUE4/Content/FirstPersonBP/Maps/FirstPersonExampleMap.umap: Graph is linked to private (s) in an external package.
External (s):
TextureRenderTarget2D_230
/Engine/Transient
TextureRenderTarget2D_231
TextureRenderTarget2D_232
TextureRenderTarget2D_233
Please dont use my plugin at the engine level, place it in your project level Plugins folder
is correct, though other community members are welcome to update my plugin to branch or other versions and post it somewheres, I canāt do everything in the Universe by myself you know
Itās odd to ask me to update to branch since branch is always changing! What are the odds that any two people even having the same version of Branch unless they both update several times a day?
For those who are not aware, Branch is Epicās running branch of UE4 that has of the most up-to-date additions to the engine, and it is constantly being contributed to by Epic staff! Iāts great fun to watch and know whatās coming, but you canāt ask me to keep my plugin updated to be binary compatible with a version of the engine that changes many times per day
**I welcome anyone to post preview build versions on the wiki and in thread! **
Please try getting my latest version (4.7.3) which I just uploaded!
**Thank You to Epic RCL**
**Epic Staff member RCL** posted extremely helpful solution to the!
https://answers.unrealengine.com/questions/178295/47-final-physx-error-isfinite.html
The
It seems that these math libraries, included for Saxon Rahās random nodes, were causing the issues. See RCLās post above for more information.
Originally in .h file of Victory BP Library
#include <chrono>
#include <random>
**My Solution**
I moved these included math libraries to AFTER the PhysXIncludes, so they dont conflict with PhysX function names.
```
//~~~ PhysX ~~~
#include "PhysXIncludes.h"
#include "PhysicsPublic.h" //For the ptou conversions
//~~~~~~~~~~~
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Saxon Rah Random Nodes
// Chrono and Random
//Order Matters,
// has to be after PhysX includes to avoid isfinite name definition issues
#include <chrono>
#include <random>
```
**Result:** We get to keep of the PhysX code as well as Saxon Rah's awesome Random Number BP nodes.
Let Me Know
Let me know if fix was sufficient or if a more advanced solution is required!
Thank you for nice library. I have downloaded the 25 of March version.
I am trying to use the āSave String Array To Fileā. The problem is that if I uncheck āAllow Over Writingā no data will be written in my file. I am quit sure that the path and file name are correct because once I check the āAllow Over Writeā the very last data received will be written in the file. I need to save the data in every step, and expected that by unchecking the āAllow Over Writeā should have the data saved in my file which is not the case. Could you please help me with ?
Allow over-writing in the case of my plugin node determines whether or not I will delete a file if it already exists and update it with new contents.
It is a safety precaution to avoid overwriting existing files, and so if you want to keep updating a file, you should definitely allow over-writing!
The only reason to turn off would be to protect a file from being changed at , not updated, which is what you want, so just leave over-writing enabled and you will be set!