I’ve run into an other.
I’m trying to use you instanced static meshes.
However pressing i doesn’t work when static meshes are selected… well it does work but only when the level viewport is active (moving around with rightmouse pressed).
Also when the instanced mesh is created, I save and reload the map, the combined meshes are gone but the ISM class is still there. Shift-i in case does nothing.
The same is achieved when converting to instanced mesh, then renaming the actor -> combined meshes gone.
I’m using a custom ISM class created and setup as you described in the setup video.
Edit:
Adding the victory plugin and then using VictoryISM works fine…
**My C++ For You**
Here's the C++ code for my algorithm to get the distance between the colliding surfaces of any two objects!
```
float UVictoryBPFunctionLibrary::GetDistanceBetweenComponentSurfaces(UPrimitiveComponent* CollisionComponent1, UPrimitiveComponent* CollisionComponent2, FVector& PointOnSurface1, FVector& PointOnSurface2)
{
if(!CollisionComponent1 || !CollisionComponent2)
{
return -1;
}
//Closest Point on 2 to 1
CollisionComponent2->GetDistanceToCollision(CollisionComponent1->GetComponentLocation(), PointOnSurface2);
//Closest Point on 1 to closest point on surface of 2
return CollisionComponent1->GetDistanceToCollision(PointOnSurface2, PointOnSurface1);
}
_
```
**Latest plugin download on the UE4 Wiki: (15.22 mb) **
Not using the latest engine version? Check out my wiki section on which plugin release dates go with which engine version!
Plugin Release Date and UE4 Engine Versions
**Victory Plugin on Media Fire**
If your browser is not updating the Wiki download page to the most recent version, you can use my alternative Media Fire download link!
Please note clicking link will not start a download instantly, it will just take you to the Media Fire file description.
https://www.mediafire.com/?g6uf9kt5ueb2upj
Someone who compiles C++ on Mac OS needs to compile my plugin there, for Development Editor, Development Game 64, and Shipping 32, then I can post the binaries for everyone.
If anyone would like to do , please pm me.
Hee hee!
I just installed VS 2015 (requirement in 4.10), and I will be doing the Victory BP upgrade shortly!
**Other Contributions from Me In 4.10**
**1. I made an algorithm performance improvement to the FABRIK animation node:**
/EpicGames/UnrealEngine/pull/1133
2. I ensured proper functioning of **SetEnableGravity** for **destructible components**, so that you can change gravity of apex pieces at any after the destructible is destroyed.
/EpicGames/UnrealEngine/pull/1249
3. **FVector:: DistSquaredXY for Vector.h**, only C++ accessible
/EpicGames/UnrealEngine/pull/1365
4. **Crash fix for GameSession.h**, when the playerstate class is invalid in the game mode.
/EpicGames/UnrealEngine/pull/1453
Enjoy!
How Can I Use Victory BP Node ~ Load Level Instance ~ In a Multipalyer Game?
Dear Community,
To make sure that a client loads in the levels you are crafting via my Load Level Instance node in a multiplayer game, you have to do is use a multicast BP custom event.
**Upgraded to 4.10!**
My Victory BP Library Plugin is Now Upgraded to 4.10!
My [Victory Ed Engine](https://wiki.unrealengine.com/%27s_Vertex_Snap_Editor_Plugin#Overview) Vertex Snap and Instanced Static Mesh Editor is also upgraded to 4.10!
**Victory Plugin on Media Fire**
**If your browser is not updating the Wiki download page** to the most recent version, you can use my alternative Media Fire download link!
Please note clicking link will not start a download instantly, it will just take you to the Media Fire file description.
https://www.mediafire.com/?g6uf9kt5ueb2upj
Note on Packaging Victory Plugin
**Donations**
Donations can be sent to me via:
http://lightningfitness.org/donate/
Enjoy!
:)
Hey, thank you very much for updating your plugin to 4.10
Also congrats for getting 5 of your awesome contributions into 4.10!
When I read about that you fixed SetEnableGravity for destructibles, I thought about a very useful node you might be able to add to your plugin.
At the moment (in BP) you can hit a destructible component with a trace and the HitBoneName (Name) is telling you which chunk of the fractured mesh the trace hit and the HitItem (Int) is also telling you which chunk of the DM was hit. Would there be a way to delete part from the destructible mesh so that it disappears? I guess that’s surely possible in C++ so if you could expose that to BP in your plugin that would be really awesome!
It would allow everyone to manipulate these chunks from BP. For example, at the moment I face the problem that quite huge chunks can block the path of the player. If I could just make the player destroy individual chunks, he could free his path without deleting the whole destructible component which would look really strange, it’s like shooting on one stone and suddenly 200 stones around you disappear.