Yay 4.11 thanks
Iām keen for the 4.11 of the Instanced Static Mesh Editor, I canāt wait
Question on it, Iāve never actually used the static mesh editor but seen your youtube video on it ()
is it only possible to join a mesh that is the same? (same UVs, same collisions, etc) or can you join meshes that are different and still retain their UVs, collisions, etc ?
Thank you
Youāre welcome! And thanks for the donation!
Glad you got it working!
I will have to spend some finding the proper solution for the ways in which InstancedStaticMeshComponent no longer works at as of 4.11 if you want to serialize any aspect of it to disk using the original code, the only way it saves currently is as a blueprint, ability to save instances within the level has been removed as of 4.11.
I am investigating!
It is a big investment, Iām getting there
Attention and HTML users, WITH_APEX 0 compile error is fixed!
I have now fixed error!
the with #define WITH_APEX 0 is resolved!
means you wont get the warning in HTML5 and you wont get the error in any more!
Support for IOS will be in the next release.
I had to do the following:
I had to separate out the APEX module in build cs
PrivateDependencyModuleNames.AddRange(
new string]
{
//... the usual
"PhysX"
}
);
//APEX EXCLUSIONS
if (Target.Platform != UnrealTargetPlatform.Android && Target.Platform != UnrealTargetPlatform.HTML5 && Target.Platform != UnrealTargetPlatform.IOS)
{
PrivateDependencyModuleNames.AddRange(
new string]
{
"APEX"
}
);
}
I also made sure to undefine WITH_APEX prior to the PhysX includes:
VictoryBPFunctionLibrary.cpp
//Apex issues
#if PLATFORM_ANDROID || PLATFORM_HTML5_BROWSER || PLATFORM_IOS
#ifdef WITH_APEX
#undef WITH_APEX
#endif
#define WITH_APEX 0
#endif //APEX EXCLUSIONS
//~~~ PhysX ~~~
#include "PhysXIncludes.h"
#include "PhysXPublic.h" //For the ptou conversions
New Download (29mb, 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:
Thanks for the fix. Canāt wait to include your plugin again.
Hi ,
With a clean install of Visual Studio 2015 and Unreal Engine 4.11.1, Victory Plugin doesnāt work. It says there are incompatible modules in VictoryEdEngine. If I ignore it, it gives error:
edit: Now I donāt get the error above, but now it gives compiling error upon startup of the project:
Key lines are:
I can successfully rebuild the project in Visual Studio 2015, but it still gives error when I open up the project.
Dear , again thank you for your amazing work.
Iām trying to get the plugin to work on the PS4, however I receive the following warnings and error:
Any help in the right direction would be greatly appreciated.
Thank you,
Hi, thanks for guiding me on where to find the Download Links for 4.10ā¦
But now, Iāve been following The YouTube Videos on the First Page to Install it but unfortunately I donāt use Visual Studio or the likeā¦
Iāve is to extract the file and put it in Engine\Plugins\Runtime but it doesnāt shown up at ā¦
Iām trying to use the Victory_GetPixelFromT2D but I get some crashes, It seems to me that you lock the file but if the X or Y is bigger ("//Safety check!") then you return but donāt unlock it, so if itās run again it crashes.
I think its safe to just move the check up before the locking.
Hi there! I have not yet upgraded VictoryEdEngine to 4.11, due to issues with Instanced Static Mesh Component in 4.11, please use only Victory BP Library by itself.
That is download, and only :
Hi there!
Severity Code Description Project File Line Suppression State
**Error use of undeclared identifier 'fillSoundWaveInfo' PS4_Test** C:\Users\adria\Documents\Unreal Projects\PS4_Test\Plugins\VictoryPlugin\Source\VictoryBPLibrary\Private\VictoryBPFunctionLibrary.cpp 4461
I have now fixed error, if you want you can replace the old function with one:
class USoundWave* UVictoryBPFunctionLibrary::GetSoundWaveFromFile(const FString& FilePath)
{
#if PLATFORM_PS4
UE_LOG(LogTemp, Error, TEXT("UVictoryBPFunctionLibrary::GetSoundWaveFromFile ~ vorbis-method not supported on PS4. See UVictoryBPFunctionLibrary::fillSoundWaveInfo"));
return nullptr;
#else
USoundWave* sw = NewObject<USoundWave>(USoundWave::StaticClass());
if (!sw)
return NULL;
//* If true the song was successfully loaded
bool loaded = false;
//* loaded song file (binary, encoded)
TArray < uint8 > rawFile;
loaded = FFileHelper::LoadFileToArray(rawFile, FilePath.GetCharArray().GetData());
if (loaded)
{
FByteBulkData* bulkData = &sw->CompressedFormatData.GetFormat(TEXT("OGG"));
bulkData->Lock(LOCK_READ_WRITE);
FMemory::Memcpy(bulkData->Realloc(rawFile.Num()), rawFile.GetData(), rawFile.Num());
bulkData->Unlock();
loaded = fillSoundWaveInfo(sw, &rawFile) == 0 ? true : false;
}
if (!loaded)
return NULL;
return sw;
#endif
}
The warnings should not stop your build
Fix will be in my next release AFTER the one below with DuplicateExistingObject
I assume you can put in the new code? Good luck!
Set Component Tick Rate!
Dear Community,
Set Component Tick Rate
node allows you to change the tick rate of a component during runtime!
I used to control the performance cost of a Scene Capture 2D camera that was set to tick every frame!
It works beautifully!
Please note if you set it to a very high number like 60 seconds, and then change it to a shorter , it will complete the 60 seconds before switching to the shorter .
I submitted a pull request to Epic to expose for everyone.
**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/
ā„
component tick rate is very interesting, sounds like you must have gone deep under the hood for that one? Iām working on a game that sends images to an in-game screen from a remote camera device - itād be good to glitch it by adjusting the tick dynamically (not to mention reign in the performance overheads).
Good stuff as usual!
While weāre talking about cameras and captures - I never did work out how to create a node which captures a āliveā source (Texture2D) as a still one. If youāre at a loose end - i know you have abundant on your hands - maybe itād be a handy addition to the victory plugin.
Cheers !
Lovely to hear from you Dannington!
Iām not sure what you mean by a live source 2D, you mean something other than TextureRenderTarget?
How is it live? who is updating it?
My Color Picker is updated to 4.11!
Dear Community,
If you did not know, I made a UMG widget for Epicās Slate color picker, which was facilitated by Nick Darnellās choice to put the color picker slate widget in a folder called APPFRAMEWORK.
It is very powerful, it is pretty much exactly what you use in the Editor! Including saving colors!
Well Iāve updated it to 4.11!
=DMDq8ulCIco
Forum Link
Enjoy!
In my case iām using BLUI which is a HTML renderer plugin - I want to be able to grab the Texture2D buffer at a given point, not a pointer to the buffer which can update (Does a SceneCapture2D constantly update or do you have to tell it to?). is so I can make an array of dynamic textures at runtime. Or it could be a webcam or something where I want to capture a still from it rather than a pointer to the āliveā buffer.
I believe the reason is complex is because involve getting the contents of the Texture2D back from their encoded format to raw pixel data, which is a complex thing it seems, it would be best to capture the data when it is first coming into the T2D rather than trying to reconstruct raw data after the fact. Capturing the data when it is first coming into the T2D involves writing a custom version of the function you are currently using to get the image.
I am wishing you luck with !
Iām getting the following:
Iāve downloaded the latest Mediafire version published 2 days ago.
Hi, can anyone really guide me on how to install ?
Iāve tried extracting it to Project Folder\Plugins and not workingā¦
Iāve tried extracting it to 4.10\Engine\Plugins\Runtime and not workingā¦
Any help? Thanks anyway.
Hi there! What engine version are you using?
The latest version of Victory Plugin is on 4.11.1
It may or may not be compatible with 4.11.0, are you using 4.11.0 ?
I just tested, in a BP only project, I did the following:
- create new BP only project
- create plugins folder
- download and stick VictoryPlugin inside of folder from media fire link
- click on the uproject to open the editor
- go to level BP and tested that the victory nodes are there (just do a search for Victory! )
I am unable to repro your on 4.11.1 but Iād love to figure out why you are having the experience that you are.