(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

Hey, I’m fiddling a bit with your ragdoll nodes and I’m having some issues when trying to leave the ragdoll. At first the character would just disappear when I tried to reset it, but I realized I should get the location of the ragdoll before leaving it - so I get back up at its current position.

While it works to some extent, my character’s mesh is stuck mid-air. I can actually move around, and the character is animated properly. Any ideas what I’m doing wrong?

Hey, is it possible to request editor plugin? I mean tool that improves editor functionality instead of blueprints?

If so, ->
I would like to request tool i saw in CryEngine.
CE editor has super useful trick called ‘Quick Rotate’. What it does is, no matter what type of transform gizmo is currently selected (move, rotate, scale), pressing button will rotate currently selected mesh along world’s Z axis (or the one that points up) in predetermined degrees (usually 45) without switching to rotate gizmo. Seems like small thing but it is super useful when you try it few times.
Imagine you are placing framed paintings on the wall. You drag one from the CB, move it close to the wall and because luck would have it, painting is facing wrong way. Without selecting any other tool, just tap ‘Quick Rotate’ shortcut few times and picture is oriented as is should. Works perfectly if you are populating world with assets, no breaks in the flow, just move, quick rotate, select next one and so on. In the CE editor you can setup shortcuts for axis but in my experience only Z axis is most used.

If not - >
I still love your work and i just want to say thanks!
H.

Isn’t kind of already doable since you can just tap space to alternate between the different movement modes? :stuck_out_tongue:

Yes it is, but that just switches to rotation. Imagine one click would rotate the without switching from the current mode you are in, it may not seem like it, but it is very useful thing to have. People who populate levels in CE with meshes, actors and so on use that the and for good reason.

I saw somebody binding a mouse Input to a Vive controler. I would really need for interacting with Widgets.

II can’t find the Simulate Key Press Thing with the Plugin.

Hi , can we make suggestions for future addons to the library? I would love to see a node that returns blueprint classes (as an array for example) that are children of a specified blueprint class (not only the spawned objects). I found post on the AnswerHub but it says it’s currently not possible in Blueprint: How do I get a list of all blueprint classes, that are a child of a specific blueprint at runtime? - Programming & Scripting - Epic Developer Community Forums

Edit: Another suggestion (if is possible) would be nodes for animation blueprints that returns the current state of a state machine.

Second Edit: I did a rather quick and dirty approach of myself - Get all child classes of a blueprint class (not actors, but the classes) - Blueprint - Epic Developer Community Forums

Hello! Loving the plugin!

I’m a forum newbie so I don’t know if is ok to ask, but what version should be running on? I’m on 4.11.2 and it works fine except that it crashes now after a given of simulation (usually around 2 minutes) seemingly having to do with the animation somehow. Everything worked great before the plugin but now it gives me these load errors:

[2016.05.21-20.00.58:031] 0]LoadErrors:Error: Error ActiveClassRedirects contains a collision with multiple redirectors for old class named AnimNode_SkeletalControlBase
[2016.05.21-20.00.58:031] 0]LoadErrors:Error: Error ActiveClassRedirects contains a collision with multiple redirectors for old class named AnimNode_TwoBoneIK
[2016.05.21-20.00.58:031] 0]LoadErrors:Error: Error ActiveClassRedirects contains a collision with multiple redirectors for old class named AnimNode_RotationMultiplier
[2016.05.21-20.00.58:031] 0]LoadErrors:Error: Error ActiveClassRedirects contains a collision with multiple redirectors for old class named AnimNode_ModifyBone
[2016.05.21-20.00.58:031] 0]LoadErrors:Error: Error ActiveClassRedirects contains a collision with multiple redirectors for old class named AnimNode_CopyBone
[2016.05.21-20.00.58:031] 0]LoadErrors:Error: Error ActiveClassRedirects contains a collision with multiple redirectors for old class named AnimNode_SpringBone
[2016.05.21-20.00.58:031] 0]LoadErrors:Error: Error ActiveClassRedirects contains a collision with multiple redirectors for old class named AnimNode_BlendSpace
[2016.05.21-20.00.58:031] 0]LoadErrors:Error: Error ActiveClassRedirects contains a collision with multiple redirectors for old class named ESlateCheckBoxState
[2016.05.21-20.00.58:031] 0]LoadErrors:Error: Error ActiveClassRedirects contains a collision with multiple redirectors for old class named InstancedFoliageSettings

Keep up the great work!

I did make fix, it was in my official 4.11 release :slight_smile:

sounds pretty great and easy to do!

One thing I am confused about though with quick rotate, using painting example, your walls wont always be along world grid, so rotating 45 might never line up with your wall, are you sure you dont want some rotate relative to your current camera facing? tracing into world to find surface normal and rotate relative to that, in increments, could also work.

Keep in mind mind we have opportunity to design a new editor here so we might as well think about it before proceeding.

Any thoughts?

Now its just about finding the right key to use in the editor, with my Vertex Snap plugin :slight_smile:

Great to hear you did your own impl, what was your use case? What did you need for?

I can do a version for Victory BP library but I’m rather curious what the context is :slight_smile:

Easily convert UMG Text Input from user to float!

Dear Community,

While I was trying to convert numbers inputted into Editable Text Blocks in UMG, I ran into the following:

  1. user enters 10000
  2. I convert Text input to string, and then to float, and get 10000
  3. user enters 10,000, I do the above but I get 10 in code instead.

10?!!!

I was highly confused :slight_smile:

Well turns out that when FString gets 10,000 which is converted that way by FText, then comma truncates the FString conversion to float and I end up with 10.

would be compounded by culture setting where user is inclined to enter 10.000,00

So!

I hereby present you with nodes that convert from FText to Float and Int, with Culture support!

See pics!


**Culture Support**

As you can see in my pics I support both 10,000.99 and 10.000,99.

If anyone has other versions like 10'000.99 that they need support for, let me know!
 
The option to switch is hidden by default for convenience, just like for print string and FText to number conversions.

Enjoy!

![TextToNum.jpg|1206x574](upload://9tCsYz41QVKajF433JY3aZlRWLa.jpeg)

![TextToNum2.jpg|1206x566](upload://3rXvClq6xan8xNqQkMfBbLXDf1m.jpeg)

![ae72586253b1c35f72274864617fb4b257aec21d.jpeg|1197x583](upload://oTe3VOsZFFA9vdljzNgqDexUsyx.jpeg)

C++ Code

Here is the C++ code for these nodes!

Please note the FText’s are always passed by const reference for efficiency reasons.

Also note that my internal FString formatting code uses ReplaceInline which avoids creating a copy of the string just to replace the symbols, and is thus much more efficient code.



UFUNCTION(BlueprintPure, Category = "VictoryBPLibrary")
static bool **Text_IsNumeric**(const FText& Text)
{
	return Text.IsNumeric();
}
  
UFUNCTION(BlueprintPure, Category = "VictoryBPLibrary", meta=(AdvancedDisplay = "1"))
static float **Text_ToFloat**(const FText& Text, bool UseDotForThousands=false)
{  
	//because commas lead to string number being truncated, FText 10,000 becomes 10 for FString
	FString StrFloat = Text.ToString();
	TextNumFormat(StrFloat,UseDotForThousands);
	return FCString::Atof(*StrFloat); 
}  

UFUNCTION(BlueprintPure, Category = "VictoryBPLibrary", meta=(AdvancedDisplay = "1"))
static int32 **Text_ToInt**(const FText& Text, bool UseDotForThousands=false)
{   
	//because commas lead to string number being truncated, FText 10,000 becomes 10 for FString
	FString StrInt = Text.ToString();
	TextNumFormat(StrInt,UseDotForThousands);
	return FCString::Atoi(*StrInt);
}
  
static void **TextNumFormat**(FString& StrNum, bool UseDotForThousands)
{
	//10.000.000,997
	if(UseDotForThousands)
	{
		StrNum.**ReplaceInline**(TEXT("."),TEXT(""));	//no dots as they truncate
		StrNum.**ReplaceInline**(TEXT(","),TEXT("."));	//commas become decimal
	}
	
	//10,000,000.997
	else
	{
		StrNum.**ReplaceInline**(TEXT(","),TEXT(""));  //decimal can stay, commas would truncate so remove
	}
}


New Download (29mb, Media Fire)

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.

Donations can be sent to me via:

:heart:

I work on a character controller. To keep things modular and self contained each motion (Walk/Run/Pivot, Jump, Idle, etc.) is a child class from a MotionBaseClass that provides basic functonality (activate motion, deactivate motion, etc.).

Plan was that I have a node that gathers motion child classes available and feed them to my CharacterBP, so I don’t have to maintain a manual list of these motions. That’s why I wrote node. But approach has its own caveats so I might use a manual list of motions after …

Cheers,
Florian

Hi, i am really really glad you like idea :slight_smile:
Tracing and finding surface angle would be incredible boost in some situations. In scenario with framed painting it would help a lot, but if you are trying to arrange something like boxes on the floor in the center of the room, then what would happen? How far would trace go? Maybe it could get grid snaping as a base value.

I was thinking same thing about camera’s angle as an ‘anchor’ for 's quick rotation. In my experience camera is rarely oriented exactly the way we need, so it may end up with rotating 45° from camera’s random 27.56242°. Unpredictable, but it may be helpful if user wants random angle just to break from 45° without changing any settings.

Both ideas are very nice but may not work in scenarios. Is there a to add those as a ‘modifiers’? Let’s say ‘V’ would just rotate the , Ctr+V would use camera’s angle and Alt+V would trace for surface. And maybe Ctr+Alt+V* to rotate along 's Z axis?

*Shift key is reserved for moving camera with the moved so it may be necessary use combos like .

Thanks for considering idea :slight_smile:
H.

Hi , thanks for your work you are awesome.

Im Trying to use Load Level Instance node to align level2 to level1. The problem is that i cant align level to an actor location of level1(Door). i think that location of level is local , so how can i align one level before instance it? Actors of level can be static? should i make add level2 to persistent level1 like streaming levels?

Thanks for your and sorry for my bad english.

After of use Load Level Instance in play editor mode , when i try to save :

Regarding “Load Texture 2D from File” nodes of Victory Plugin

Dear,

I hope you are doing well. First of  thank you for your contribution in unreal engine community.

I'm trying to set material onto  at run- from texture, normal map, displacement map etc. located in the hard disk. To achieve  i need to create dynamic material instance and set the parameter to the material by loading the image file at run-.

I'm creating material from texture & displacement map image file. These image files are loading from folder using Victory Plugin's "Victory Load Texture 2D from File" Node.

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.

Here are the sample screen shots of both.

figure[5]: Material Editor result: 



figure[6]: Runtime result: http://imgur.com/ao2XnDk



I think the "Load Texture 2D from File" nodes is not calculating the Mip Map correctly.

I tried with following nodes but the result is same.
1> "Victory Load Texture 2D from File" (Created by you)
2> "Load Texture 2D from File by Extension" (Created by )
3> "Victory Load Texture 2D from File Pixels" (Created by you)





I hope you will take  request into consideration. I would like to thank you in advance for your  and attention in  matter.
Should you have any further questions or concerns, please do not hesitate to contact me.

Regards,

Hi thanks for great plugin!
I’m new on Unreal, so just BP programming for now. I need to load a texture from hdd and replace the old one at runtime, so your plugin it’s perfect to do it but, there is a way to show the “open file dialog”? The target its just desktop, I did everything except stupid dialog window to choose the file. I want to stay with bp and skip c++ if it’s possible.

Another little question (cuz I’m new), I’m doing the project on PC but the target would be MAC, you plugin need a MAC version or just load the project on MAC?

Thanks,
Luciano

[FONT=Comic Sans MS]Welcome to the forums Luciano!

I will get to your questions as fast as I can, for your Mac question, you will need to use the Mac build that I sent out a little while ago, its a few posts back :slight_smile:

The with tracing is that if you are facing straight ahead and the trace hits something far away, that is not related to what you are currently doing, you could get unexpected rotations.

It seems like the best combo is:

  1. rotate to match surface normal via trace, so you could instantly align a picture with an angled wall surface

  2. arbitrary rotation every 5 degrees if you dont use modifier key to do the traced version above. In way, if your picture actor is rotated strangely relative to its own root, you would get the right surface normal angle and then press the arbitrary rotate key till like 90 or 45 or whatever is needed to get actual flush alignment with the wall.

With these two combinations I think any other situation can be dealt with, as you mention, relative to camera facing will always be a bit wonky without grid snap, but tracing gives that nice relative positioning that we want that does not care what the rotation of the wall surface or other objet is.

I will process at my nearest convenience for the Vertex Snap Editor Plugin.

:heart:

New BP Node ~ Does Material Have Parameter?

Dear Community,

In new release:

  1. I further improved the multi-HMD / VR device detection

  2. I have a new node for you, Does Material Have Parameter!

You can supply any material, material interface, material instance constant, or material instance dynamic, and the parameter name, and my node will let you know if the parameter exists in your supplied material!


**What Is  For?**

What you are getting with  node is the ability to supply any kind of material, constant or dynamic, and a parameter name, and find out of that parameter is present in the material graph!

 is very useful when you are trying to get/set the parameters of dynamic material instances, which allow you to change things like the color of character hair or clothing during runtime, such as for a Character Creation screen.

Chances are that not  materials you will have in your character will have every parameter,**  node let's you find out which ones do and don't so you can adjust your UI accordingly.**


![DoesMaterialHaveParameter.jpg|1079x466](upload://zHuYC6nhQdUfSyZMvyMw4izxcG.jpeg)

**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).

**Donations can be sent to me via:**
http://lightningfitness.org/donate/

♥

Thanks for your fast reply!
becouse I use also the VictoryUMG plugin (color wheel) I didn’t see any Mac version maybe I missed some something? …about the “open file dialog” there is any to do it with BluePrint or I have to go with c++ ?

In few words I’m doing a little demo where you can change the color of some parts of a model and load a custom texture from hdd to put on it as decal. I have the stuff but I miss the load from hdd part.

Anyway thanks for your support.