I just finished writing and have now uploaded a new version of my plugin which includes a node to verify what OS is being used!
**Get OS Platform**
![OSGet.jpg|900x648](upload://eNzihXcczOhCUpPNreSTACtc4Vt.jpeg)
**Platforms you can check for:**
**Windows
Mac
Linux
PS4
XBoxOne
iOS
Android
HTML5
WIN RT
WIN RT ARM**
Enjoy!
Awesome, thanks for the release. Since Ill have the day off tomorrow I can have a look at your plugin library incl the above â**Get OS Platformâ. **Again thanks for the update will be very useful.
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 key presses
Is it just me, or does plugin not work with 4.2? I downloaded the latest plugin, and when I start my project, it says the project modules need to be recompiled. If I click yes, it says the game code couldnât be compiled. Then another message pops up saying the Victory Plugin will not be used due to it being incompatible with 4.2/it needing to be recompiled. I only get message when I have the victory plugin enabled.
Iâm confused on how to get working. I see the menu in the top left corner, but fail to see any vertices when selecting a mesh. It doesnât seem like any of the keys respond. Also, when reading through post, the Wiki says to add
Apparently, the large mesh I already had in the project before adding the plug-in didnât seem to display them or function with it. When importing other meshes to play around with, I did see the verticies. So Iâm not sure why it did that. Perhaps your plug-in doesnât like large meshes?
If the mesh has more than 8000 vertices or some large number like that, then yes I do not display vertices as it is a drag on the cpu power at that point.
Another request for you. At moment even version 4.2 of the engine only supports the iAds stuff (iOS) but not AdMob (Android) can you alter the 3 nodes to have a selection/drop down to choose what add provider needs to show? would be a great addition as imho itâs taking the Epic staff way to long to add one of the most important functions for indie developers.