And that wiki page is also super useful for me! But I have a question:
I need a custom level save/load system (not ready), and later want to add some modding features via text files (an advice: never start to develop RTS games :D), and you mention these additional non-uasset directories should be placed out of game project content folder, so is the best practice to make an own directory e.g. “MyOwnData” and use FPaths::ConvertRelativePathToFull(FPaths::GameDir() + “/MyOwnData/”); to access my files runtime in packaged game?
and is there an easy way to have the same work with the development version ? I think in development I should not use ConvertRelativePathToFull(), and there should exist a precompiler directive…
P.S.
with the dark skin your purple letters and really invisible
Thanks ! I’m donating some good vibes because I am a poor programmer right now. Have had a lot of usage of the plugin over the past year or so. First paycheck and I can donate some actual dollar. GL HF !
I now offer a version of my Victory Plugin for Mac, including packaged binaries!
**New Download (50.21mb, Media Fire)**
https://www.mediafire.com/?ieovbd5l9d7yub2
Please note my downloads also include these packaged binaries:
1. Win64 Development
2. Win64 Shipping **<~~~~~~ NEW!**
3. Win32 Development
4. Win32 Shipping
4. 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).
**
Mac Editor and Packaged Game Binaries** <~~~~~~ NEW!
Mac Editor Build
Mac Shipping (any architecture)
Mac Development (any architecture)
Source code!
Victory Plugin For Mac (~14.22mb)
**Donations can be sent to me via:**
http://lightningfitness.org/donate/
♥
@Hey , by any can you (or anyone else!) expose EHMDDeviceType::Type (.unrealengine.com/latest/INT/API/Runtime/HeadMountedDisplay/EHMDDeviceType__Type/index.html) to blueprints? would help immensely to a whole lot of VR developers!
What functions do you need it for that are already exposed to BP, or what exactly do you nee to do with it?
I can help but I need more info
I can’t expose stuff in the engine, but I can make my own version that ties into the requiste BP functions, or write my own BP functions to call what you need, just need a function list
@Basically a function that detects what HMD the user is currently using. would be beneficial for people developing for both the Rift and the Vive (along side the GearVR). There is currently a function in UE4 that does , however, it is solely based in C++, and not exposed to blueprints for some reason.
New BP Node ~ Get Current Head Mounted Display Device, When You Have Multiple!
Dear Community,
At the request of @SaviorNT and for the benefit of you lovely VR enthusiasts who have more than one VR headset that you are testing with, I present to you a BP node to let you know which type of headset is currently hooked up to the computer!
Please keep in mind that I’ve added my own addition, which is the None option, can happen if you don’t have any device hooked up and could help with debugging, especially in packaged games.
Hey, plugin’s quite amazing! I’m using your node to get the available resolutions for the display adapter and while it works, I always get duplicates. For example 800x600 will show up 16 times in my dropdown menu I’m not including refresh rates. Do you reckon happens because I have a more than 1 monitor?
At the moment i’m a little bit stucked with ismActor. I use the “Ism Convert To Victory Ism Actor”. It works fine and generate a Victory Ism Actor but i loose my material.
I tried also to manualy create a “Victory ISM” and add a simple cube with one simple meterial it works but also no material. (only default checkerboardtecture visible)
Do you have any idear what i made wrong ? UE Version is 4.11.2.
I have code to ensure that duplication doesn’t happen, as I experienced it myself, and I am using exact code in my project and have not run into many duplicates, but I do include refresh rates.
Please try including refresh rates to see if you actually have many different refresh rates, and if that is the I can come up with a solution if you dont need to see them .
As someone that develops for the PC platform and GearVR, there was way too much trickery I had to do to evaluate headset types (platform name, if PC, what temperature is the Rift… if at 0 Celsius, then use the Vive. Bloated BP code ftl). will make life much easier for everyone. Again, thank you VERY much!
Once I get paid, I’ll throw some donation money your way most definitely!
I’m creating material from texture & displacement map image file. These image files are loading from folder using Victory Plugin’s “Load Texture 2D from File” Node.
Victory Plugin Link :
I’m creating the material instance dynamic of the “test material”. Now I’m setting the texture and displacement parameter as shown in figure 4. After creating material instance dynamic, I’m setting material to the .
figure[1] test material: figure[2] texture: figure displacement map: figure[4] Method:
Now here is the problem.
When I directly create material in material editor from texture and displacement map and set it onto . It doesn’t generate** moiré pattern.**
But when I run- set the material onto using figure [4]. It will generate moiré pattern.
Victory To UE4! Far Shadows for RTS & Open World Games
Dear Community,
I’ll be honest, I almost cried when I discovered the new Far Shadows , which finally allows me to render shadows in UE4 at distances in the 100,000s oh my… its… sniff SO GOOD!
If you dont know the back story of matter I was requesting Epic to do something about shadows fading out too quickly since 4.3, I needed them for an RTS game I am part of, Abatron.
Well the answer has finally come, my dear Community,** shadows in the 100s of 1000s of units**!!!
1>…]\Source\VictoryBPLibrary\Private\VictoryBPFunctionLibrary.cpp(10): fatal error C1083: File (Include) can’t be opened: “Developer/ImageWrapper/Public/Interfaces/IImageWrapper.h”: No such file or directory
So there you see in which line the include happens
But I would guess has already fixed bug now. Do you still get it?