Thanks
I figured out how to create an array of the coordinates and then just save that array to a text file at the end of the play. See the Blueprints below as well as the player path graph that I created in R.
Thanks
I figured out how to create an array of the coordinates and then just save that array to a text file at the end of the play. See the Blueprints below as well as the player path graph that I created in R.
Hi,
what about plugin support for 4.8?
Hi,
has said (multiple times) that preview builds are not supported.
It’s kinda pointless to update the plugin for every preview release (previews are for testing purposes anyway) just wait for the final 4.8 release and I’m sure the plugin will be updated
Woohoo!
Wow is really neat grizfb75!
Thanks for sharing your research and BP development with us!
Thanks for the pics!
Packaged Build Upload For You
Dear Community,
I’ve released a 4.7.6 version of my plugin that contains the static lib that is needed for packaged games!
If you’ve had any issues packaging my plugin please try the May 29th 2015 build, which is 7.8mb
**More Info**
For more info, you can see Answerhub post and my solutiion, as confirmed by the original poster.
**Anserhub**
https://answers.unrealengine.com/questions/234322/project-still-not-packaging-with-plugins-after-add.html#answer-235265
Download Link (7.8mb)
UE4 Wiki, Plugin Download Page
Stupid question, does plugin auto update through UE4?
Hello , I’m wondering whether or not the Victory Plugin needs these nodes?:
•Round vector to nearest multiple of wildcard, for example: round the x, y, and z’s to nearest multiple of 50.
•Round float to wildcard decimal places.
Maybe once marketplace plugins are released that can happen!
Great to hear from you Jamendxman3!
Round vector as you are saying was added by ! It’s called Grid Snap:
Internal Thread Link to Grid Snap
Being able to round a float to an arbitrary number of decimal places would indeed be useful!
I will work on that node soon as I can :)
Great suggestion!
Get Static Mesh Vertex Locations Using PhysX
**Works in Packaged Games by using PhysX coding!**
**C++ Source Code For You! ♥ **
```
bool UVictoryBPFunctionLibrary::GetStaticMeshVertexLocations(UStaticMeshComponent* Comp, TArray<FVector>& VertexPositions)
{
VertexPositions.Empty();
if(!Comp || !Comp->IsValidLowLevel())
{
return false;
}
//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;
}
//~~~~~~~~~~~~~~~~
//Component Transform
FTransform RV_Transform = Comp->GetComponentTransform();
//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;
}
```
Download Link (7.8mb)
UE4 Wiki, Plugin Download Page
Alright, well to save you the trouble, I’ll write you a short piece of code for rounding decimal places so you have to think less:
float FloatForRound = 3.14159265
int DecimalsToKeep = 5
FloatForRound = (int)(FloatForRound * 10^DecimalsToKeep) / 10^DecimalsToKeep
Obviously doesn’t round to nearest at the end, but you get the point in case you didn’t automatically know what to do.
Made a minimap with your Save Pixels node:
On the Save Pixels node, can you add an output for a texture2d ?
Also, the way your node pulls data from the array does not line up with my data structure. I basically need to be able to rotate it 90 degrees and then flip it horizontally. Would it be possible to add some orientation manipulation capabilities to the node or another node? Basically need the simple rotate options that MS Paint has: Rotate 90 Counter, Rotate 90 Clockwise, Flip Horizontal, and Flip Vertical.
The same options would be useful for your Load Texture nodes as well.
Oh dont worry, I already have the code I need, just have to write the node and update my plugin
Thanks though!
Oooh nice! Thanks for sharing!
Yes a “rotate image pixels” node sounds like fun, gonna take me a bit of to do it, but it’s a great idea!
100+ Extra BP Nodes For You!
No c++ required!
No compile required!
Download and plug in!
**Latest plugin download is here: (about 8 mb) **
I call on your superpowers for blueprint nodes to ask for a node I think would be very useful (I’ve been trying to do it myself but I’m just not good enough with c++ yet) Download image from url to either save to file or output Texture2D (or both) It would help me very much in a project.
And btw thank you for your awesome plugin I’ve been using it a lot ^^
wow that’s quite the request! I’m gonna process some of my other node requests and get to that one soon as I can
Get Float As String With Precision Using Epic’s FText Helpers
Dear Community,
I’ve updated my Get Float As String With Precision node to
Be pure (no exec chain)
Utilize Epic’s FText C++ code to leverage of their hard work on float decimal precision.
Add bool to make the leading 0 optional, so 0.5 could be shown as 0.5 or .5 depending on your preferences!
Yay!
**My C++ Code For You!**
Here's how it works in C++ !
```
void UVictoryBPFunctionLibrary::StringConversion__GetFloatAsStringWithPrecision(float TheFloat, FString & FloatString, uint8 Precision, bool IncludeLeadingZero)
{
FNumberFormattingOptions NumberFormat; //Text.h
NumberFormat.MinimumIntegralDigits = **(IncludeLeadingZero) ? 1 : 0;**
NumberFormat.MaximumIntegralDigits = 10000;
NumberFormat.MinimumFractionalDigits = **Precision;**
NumberFormat.MaximumFractionalDigits = **Precision; **
FloatString = FText::AsNumber(**TheFloat**, &NumberFormat).ToString();
}
```
**Latest plugin download is here: (about 8 mb) **
Enjoy!
Hi ,
Thanks a lot for your Lib. It’s great.
I have an with Capture 2D Save Image. I have an access violation in msvcr120.dll
I tried to stop capture every frame, add a boolean to prevent multiple save, but no way. Sometimes, it’s work but no always.
will save me some effort and BP space, thanks!
You’re welcome!
I have pm’ed the Victory Dev that made that node, will see what they say