Even if I try to cook the project it keeps saying “RunUAT.bat ERROR: AutomationTool was unable to run successfully.” with result “BUILD FAILED”. If Victory Plugin is not active it cooks without any problems.
Thanks for the update, but for some reason I cant see the Dec 22 update to your plugin on the wiki. Checked on multiple browsers and systems.
Could you check again?
Two HTMl5 Game Nodes For You! Show/Hide Cursor (Reliably) and IsHtml5!
Dear Community,
I’ve spent most of my spare for past 2 days researching a particular related to HTML5 developmenti n UE4, which is the that it is very hard to show/hide the mouse cursor at will when playing a UE4 game within a web browser!
My fundamental was being able to show hide the cursor when switching between UMG and regular gameplay, and the node I am giving you today does !
I’ve finally generated a BP node that makes it easy for you to properly and definitively show/hide the mouse cursor at any of your choosing, during runtime within a HTML5 game!
**Non-HTML5 Games**
Note: I've made a separate C++ File for my HTML5 nodes, please note code will not clutter your game if you are not making an HTML5 game.
**The HTML5 includes and code are not even compiled** if your game is not packaged for HTML5!
~~
**HTML5 Games**
The SetCursorVisible node will show up in-Editor but will not do anything unless your game is packaged for HTML5.
See my picture for the event you can write using my BP Library to show/hide the cursor for HTML5 OR regular UE4 games!
Is HTML5
I’ve written a C++ boolean check that you can easily make into a switch macro to perform unique BP Logic based on whether your game is currently running on an HTML5 build or is an editor/console build!
allows you to use different Particle / Lighting Settings / Quality Settings, or any other custom BP logic you want, based on whether the game is an HTML5 build or not!
Yay!
Happy Holidays!
Enjoy!
**Latest plugin download on the UE4 Wiki: (7.16 mb) **
https://wiki.unrealengine.com/File:VictoryPlugin.zip
Not using the latest engine version? Check out my wiki section on which plugin release dates go with which engine version!
**Plugin Release Dates and UE4 Engine Versions**
https://wiki.unrealengine.com/%27s_Vertex_Snap_Editor_Plugin#Plugin_Release_Dates_and_UE4_Engine_Versions
Victory Plugin Binaries for Packaged Games
**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 the mediafire version includes both the editor and packaged game binaries in the same file ♥
https://www.mediafire.com/?ieovbd5l9d7yub2
node lets you spawn sublevels easily to dynamically generate worlds!
I’ve presented a solution for ensuring you can spawn multiple instances of the same UE4 level, by giving you an “Instance Number” that you should increment each you spawn an instance of a level.
allows me to enable you to easily create as many uniquely translated and rotated instances of a level as you want!
**Latest plugin download on the UE4 Wiki: (7.16 mb) **
https://wiki.unrealengine.com/File:VictoryPlugin.zip
Not using the latest engine version? Check out my wiki section on which plugin release dates go with which engine version!
**Plugin Release Dates and UE4 Engine Versions**
https://wiki.unrealengine.com/%27s_Vertex_Snap_Editor_Plugin#Plugin_Release_Dates_and_UE4_Engine_Versions
Victory Plugin Binaries for Packaged Games
**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 the mediafire version includes both the editor and packaged game binaries in the same file ♥
https://www.mediafire.com/?ieovbd5l9d7yub2
You make me want to quit schoool and learn the entire UE4 api.
I remmeber something about procedural meshes, I have to skim through the pages I’m looking to make meshes that “grow” that dont need collission but arnt just cubes as the proedural mesh component allows.
I wish more schools used UE4 to help people learn C++, it would be so much more interesting to visually see your coding unfold, and provides an inspiration to want to code more so you can make more game happen!
Here is the code I wrote to get of the transformed vertex positions using the Body Instance and PhysX code!
I am doing many safety checks to ensure the Body Instance data is valid before utilizing it, and the result is that now you can get accurate vertex locations in packaged games!
//~~~ PhysX ~~~
#include "PhysXIncludes.h"
#include "PhysicsPublic.h" //For the ptou conversions
//~~~~~~~~~~~
//Get Transformed Vertex positions of any static mesh! -
bool UVictoryBPFunctionLibrary::GetStaticMeshVertexLocations(UStaticMeshComponent* Comp, TArray<FVector>& VertexPositions)
{
if(!Comp || !Comp->IsValidLowLevel())
{
return false;
}
//~~~~~~~~~~~~~~~~~~~~~~~
//Component Transform
FTransform RV_Transform = Comp->GetComponentTransform();
//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;
}
//~~~~~~~~~~~~~~~~
//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;
}
**Latest plugin download on the UE4 Wiki: (7.16 mb) **
https://wiki.unrealengine.com/File:VictoryPlugin.zip
Enjoy!
:)
I would like to request a function to get the total cost of a navmesh path and then return the vector of a point X cost along that path. I hope that made sense. Thanks for everything you are doing.
You should consider upgrading btw, lots of great stuff in 4.9
Okay I"ve written down
Not sure I understand how your question relates to displaying verticies, and yes you are welcome to use my plugin, just please credit me somewhere appropriate
UPDATE ~ More Victory BP Nodes accepted into the Engine!
Dear Community,
I am happy to say that the 3 nodes below were accepted into the Engine, and will hopefully be in 4.11 !
**Two-Way Conversion Now!**
I've added 3 new nodes to my Victory BP library that enable you to convert Vectors, Rotators, and Colors **back from string data** into the original primitive variable types!
String Data Validity Check
I supply a bool to let you know if the string data was solid or not and was able to be converted properly.
Like on Twitter:
Github Submission to the Engine
/EpicGames/UnrealEngine/pull/1795
**Latest plugin download on the UE4 Wiki: (7.16 mb) **
https://wiki.unrealengine.com/File:VictoryPlugin.zip
Not using the latest engine version? Check out my wiki section on which plugin release dates go with which engine version!
**Plugin Release Dates and UE4 Engine Versions**
https://wiki.unrealengine.com/%27s_Vertex_Snap_Editor_Plugin#Plugin_Release_Dates_and_UE4_Engine_Versions
Victory Plugin Binaries for Packaged Games
**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 the mediafire version includes both the editor and packaged game binaries in the same file ♥
https://www.mediafire.com/?ieovbd5l9d7yub2
Donations
Donations can be sent to me via:
Enjoy!
PS: Please note my mediafire link has changed, please use above link to get most recent version
Hi, i found problem in “Load String Array from file”. Patch cant read string if there is characters inside like āšģķīļūņžē e.c.
Is there any way how to fix that?