Sure ! I’m still messing around until my 3d assets are . I wish i could find a good light tutorial, my lights always suck and its consuming to test the settings >_<.
Victory Plugin Upgraded to 4.11.0 Release!
Dear Community,
[FONT=Comic Sans MS]I’ve upgraded Victory BP Library to 4.11.0 Release!
Enjoy!
New Download (28mb, Media Fire)
Please note my downloads also include these packaged binaries:
- Win64 Development
- Win32 Shipping
- HTML5 Development
Please see my instructions for Packaging UE4 Plugins With Your Game.
Donations can be sent to me via:
Wow, that was fast! Thanks for your awesome work, :o
You’re welcome @Kenomica!
4.11 BP nodes From Me For You, live in-Engine!
Dear Community,
In 4.11 here are the BP nodes / C++ code that I contributed to the engine that Epic accepted!
1. Is Player Controlled
From the release notes:
New: Added Pawn::IsPlayerControlled() to compliment IsLocallyControlled() (thanks EverNewJoy!)
is for BP multiplayer games!
It lets you know if the character is currently being controlled by a human player
If you combine with IsLocallyControlled() via a macro you can find out easily if any character/pawn is being locally controlled by a human player!
From the 4.11 Release notes:
New: Vector2D now has equal and not equal functions, just like Vector3D.
2. Vector2D == Vector2D and Vector2D != Vector2D
- Get Capsule Half Height Without Hemisphere
If you are working with PhysX code a lot, you will enjoy addition to UE4 because it gives you the half height of the capsule the same way hte PhysX engine sees it!
Enjoy!
In complete disregard of the fact i am repeating myself, i just want to say THANKS man!
Since I know people occasionally put requests in here:
@I know that Slate includes RichTextBlock functionality, but is not exposed to UMG/Blueprints (yet).
I don’t know how trivial it would be to expose RTF functionality to UMG but it would be deeply appreciated (or really, just any way to change font colors in-line without recoloring the entire font string).
Big thanks for the update. Is there yet a way to get Victory Ed Engine working with 4.11?
I really need a response here, please. Thanks!
If you are using a github version of UE4 than you must know how to compile the engine yourself? Well then just recompile my plugin yourself and you should be set!
Going from 4.9.2 to 4.9.1 you should be fine.
You’re welcome!!!
Yes great point! I have a to do list as follows:
- Save System Plugin 4.11 (videos and description)
- Melee Weapon Plugin 4.11 (lots of videos of my melee plugin)
- Steam Friends Plugin 4.11 (connect to people via your steam friends list!)
and then
- Victory Ed Engine 4.11
I’ll get there! Hee hee!
Feel free to remind me in a week tho if I’ve not gotten to it.
is indeed a topic of great interest to me as well!
Seems as though it is experimentally exposed?
check out UE4 doc link!
.unrealengine.com/latest/INT/API/Runtime/UMG/Components/URichTextBlock/index.html
EDIT:
It’s obviously being worked on, in 4.10.4 it extends UWidget:
URichTextBlock : public UWidget
In 4.11 it extends :
URichTextBlock : public UTextLayoutWidget
I guess the only thing left to do is see if it can be extended, exposed to editor, and will actually work
Does anyone see an option to expose The Rich Text Block via editor or project properties? I could not find anything.
And if that’s the case probably its not ready, but of course there’s the curious wish to try extending it and seeeeee
If you make a new variable, RichText and RichTextBlock are already available
Vast Performance Improvement to Is Game In Fore Ground of OS
Dear Community,
If you didnt know, I offer you a node that allows you to always know if your game is the foreground window in your end user’s OS!
You can track bool on a timer to know when the user has tabbed out of the game, and then when they tab back in!
You can use knowledge to display messages, pause single player games, or throttle usage of resources if your game is no longer in the foreground!
Just another way to write polite and resource-efficient software, for you, from me!
**Performance Improvement**
I am very happy to announce I've vastly improved my internal implementation of ndoe!
My code went from :
**old version**
```
//Iterate Over Actors
UWorld* TheWorld = NULL;
for ( TObjectIterator<AActor> Itr; Itr; ++Itr )
{
TheWorld = Itr->();
if (TheWorld) break;
//~~~~~~~~~~~~~~~~~~~~~~~
}
//Get Player
ULocalPlayer* VictoryPlayer =
TheWorld->GetFirstLocalPlayerFromController();
if (!VictoryPlayer) return false;
//~~~~~~~~~~~~~~~~~~~~
//get view port ptr
UGameViewportClient * VictoryViewportClient =
Cast < UGameViewportClient > (VictoryPlayer->ViewportClient);
if (!VictoryViewportClient) return false;
//~~~~~~~~~~~~~~~~~~~~
FViewport * VictoryViewport = VictoryViewportClient->Viewport;
if (!VictoryViewport) return false;
//~~~~~~~~~~~~~~~~~~~~
return VictoryViewport->IsForegroundWindow();
```
to !
**new version!**
```
bool UVictoryBPFunctionLibrary::ClientWindow__GameWindowIsForeGroundInOS()
{
return FPlatformProcess::IsThisApplicationForeground();
}
```
The latter is very efficient to call frequently and is operating system independent just like the first version.
Enjoy!
**New Download (29mb, Media Fire)**
https://www.mediafire.com/?ieovbd5l9d7yub2
Please note my downloads also include these packaged binaries:
1. Win64 Development
2. Win32 Shipping
3. HTML5 Development
Please see my instructions for [Packaging UE4 Plugins With Your Game](https://forums.unrealengine.com/showthread.php?3851-(39)--s-Extra-Blueprint-Nodes-for-You-as-a-Plugin-No-C-Required!&p=476476&viewfull=1#post476476).
**Donations can be sent to me via:**
http://lightningfitness.org/donate/
♥
Sorry for silly questions, but where is the Download Link for 4.10?
The download links at VictoryPlugin16 is the 4.11 I’m pretty sure since my UE recognize it as made for future version.
I have an existing project in 4.10.4 that uses the wonderful Victory plugin. I want to upgrade my project to 4.11 and make a standalone dedicated server for which I understand I still need a source built engine. I have compiled the GitHub version of Unreal 4.11 using VS 2015 and it works for new projects, but I can’t switch my existing project to 4.11 with the plugin enabled. I looked around for detailed instructions on adding the plugin source to the engine but couldn’t find anything that helps me. I get errors when I try to compile the project in VS. When I compile the engine after copying the most recent victoryplugin.zip contents into my /engine/plugins directory, it seems like it almost works but I still get 3 errors. I am probably doing something wrong but I need to know if it is even possible to do with VS 2015 or do I need VS 2013 for some reason? And what is the proper way to add or compile the plugin source to the engine for someone not very familiar with VS? I think I can continue the process of making a dedicated server once I can get a source built engine to work with the plugin. Any help would be greatly appreciated!
Hi guys, I’m using the sound volume stuff and it works great in editor but I’ve come to package my game and it doesn’t change the volume. Has anyone seen before and know of a fix? I’ve tested it in 4.9 and 4.10 if that helps
When I want to build my game for win64 with the Plugin it gives me:
UnrealBuildTool: UE4-VictoryBPLibrary.lib(VictoryBPLibrary.generated.cpp.obj) : error LNK2005: "public: virtual bool __cdecl UObjectBaseUtility::CanBeInCluster(void)const " (?CanBeInCluster@UObjectBaseUtility@@UEBA_NXZ) is already in UE4-CoreUObject.lib(M
MainFrameActions: Packaging (Windows (64-bit)): odule.CoreUObject.4_of_4.cpp.obj) defined.
I am using Win7 and UE4.11 with the mediafire link from the wiki. What do I wrong?
Does anyone have any tips on bringing the VictoryEdEngine to 4.11, or do we need to wait for to update it?
posted above of a 4.11 update in a week or so as of the 2nd
Is also able to instance blueprints? Say for EX. the Fence pack from the marketplace?!
Hi there!
The latest update for 4.10 is Feb 6th, 2016
https://wiki.unrealengine.com/File:VictoryPlugin.zip
Welcome to the forums MTRNord!
I just packaged for 4.11 without any issues, you placed the VictoryPlugin folder inside of Engine/Plugins/Runtime?
Welcome to the forums!
When you try to switch engine versions, the plugin wont compile because there are changes from 4.10 to 4.11, which is bit of a loopy situation when you are trying to switch so that you can compile.
Exactly what message are you getting while trying to switch engine versions? Is it just saying that VictoryPlugin could not be compiled?
Solution1: Have you tried putting the 4.11 plugin code in the plugin folder before trying to switch engine versions?
Solution2: If that doesnt work you can disable the plugin by temporarily renaming your Plugins folder to Plugins_, then after your project .sln is generated you can switch the plugin code to 4.11 and recompile your project, switching Plugins_ back to just Plugins
I’ve upgraded multiple projects to 4.11 that use VictoryPlugin so I am sure you will find a way!
Hi there!
I use my own sound nodes in a packaged game, win32 shipping, and also a mac build, and I’ve not had an.
I am in no way proclaiming there could not be an here, I am just reporting my own successes as a reference
I am using one of the engine default sound classes, Music.
Are you using a custom class?
Can you try using an engine default sound class and let me know how that goes?