I had great fun with tool in v4.10.0, now I’m trying to take the project I built in that version over to v4.12.2. I heavily used the ISM tool from the Victory Editor plugin in v4.10.0, but it sounds like it no longer works in v4.12.2. Is correct, and is there any way to move my project over?
I’ve not used Visual Studio before, and I’m currently trying to figure out what to do with it, but any help would be appreciated.
Fundamental changes that Epic made to the InstancedStaticMesh component have made it harder for me to support the Victory ISM tool, it would require a lot of for me to make it work with the editor now, though if I understand correctly Epic took the spirit of my Victory ISM tool (github pull request) and turned into an actor merging that is now in 4.12. I saw it in the release notes somewhere
Ouch, I was just told to use your plugin to mess with instanced static meshes
Do you happen to have a tutorial about working with instanced and hierarchical instanced static meshes? I couldn’t find any tutorials, especially for the latter
If you are wanting to learn how to use instanced static meshes in C++ my code that is still the VictoryEdEngine plugin will definitely be useful for anything you do during runtime!
The thing that doesnt work right now is having the instanced data get serialized on the property itself, so when the constructor runs the instances are cleared.
If you are working with ISM’s during runtime of my code will be extremely useful
I’m sorry, but I really can’t manage to find it. Could you please post the link?
Are you sure we’re both talking about VictoryEdEngine and not VictoryEngine?
Hi,
I noticed crash on in 4534 line in VictoryBPFunctionLibrary.cpp file (/EverNewJoy/VictoryPlugin/blob//Source/VictoryBPLibrary/Private/VictoryBPFunctionLibrary.cpp#L4534) when I try to load cooked texture larger than 500x500.
I get the error:
and nothing more… Any additional message and even not stack trace.
What’s interesting, the same texture but downloaded by DownloadImage node works good.
Again please note I could not update the Victory ISM editor to 4.12 due to engine changes which have no simple workaround. I will have to examine indepth when permits
Strange that that only happens on Android, re: large textures, I will investigate at my nearest opportunity and let you know what I uncover, if anyone else has any contributions on the matter let us know!
Our lovely UE4 Community member contributed some new UMG nodes to Victory BP library, and I decided to take the opportunity to let you know about the full Suite of UMG BP nodes that are available to you in my Victory Plugin!
New From :
Get First Widget Of Class
Get Widget From Name
Widget Get Children Of Class
Widget Get Parent Of Class
Widget Is Child Of
Existing UMG Nodes From Me, For You
Is Widget Of Class
Remove Widgets Of Class
Get Widgets Of Class: //<~~~~ one has been in the main UE4 Engine since 4.7 !
**New Download for UE4 4.12 (55mb, Media Fire)**
https://www.mediafire.com/?ieovbd5l9d7yub2
♥ Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you ♥
1. Win64 Development
2. Win64 Shipping **<~~~~~~ NEW!**
3. Win32 Development
4. Win32 Shipping
4. HTML5 Development
5. HTML5 Shipping **<~~~~~~ NEW!**
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).
Figure a quick explanation of these widgets is order, for those who aren’t sure of their usage.
Get First Widget Of Class
is just for conveniences sake.
If there is only ever one version of a particular widget at a (such as a menu screen), will get it as quickly as possible without having an existing reference to it.
Get Widget From Name
Exposes existing C++ function that the user widget class already had.
We use it in GB to create different screens that do not share a base class or layout through the same macros/function, without the need to pass along a reference to a particular.
Instead, the macro/function finds a Widget Switcher that uses the name “ScreenContainer” and continues.
Widget Get Children Of Class
Finds widgets of a certain class that are children to an existing widget.
They do not have to be direct children or visible.
If they are in the chain of widgets somewhere below the parent widget, the function will find them.
If you want to generate a bunch of similar entries in multiple lists, then assign them later, makes it very easy.
Widget Get Parent Of Class
Finds a widget of a certain class that is a parent to an existing widget.
They do not have to be a direct parent or visible.
It doesn’t matter how far down the chain of widgets you are when you call function - if the a widgets exists somewhere up the chain, it will find it.
one has been particularly useful in GB, allowing us to get a reference to the parent manager without passing around references or cycling through widgets of a similar class.
Widget Is Child Of
Exposes existing C++ function that the widget class already had.
Superseded by GetChildOfClass, but still might come in handy.
@: Is it possible to build a scene element (rock formation, comprised of many copies of the same static mesh) and then add those meshes it’s made of to HISM BP without using your plugin?
[QUOTE=;549603]
@: Is it possible to build a scene element (rock formation, comprised of many copies of the same static mesh) and then add those meshes it's made of to HISM BP without using your plugin?
[/QUOTE]
As I mentioned Epic has integrated the spirit of my very old pull request for an Instanced Static Mesh Editor in their Actor Merging experimental (now no longer experimental!) !
I'd love to know how you get along with using new !
node allows you to easily add together strings / FText to construct a dynamically generated document / tooltip / anything you want!
The primary advantage is that no new vars are created in the process, the existing variable data is modified instead, which is why I am calling it “inline”.
vastly speeds up the workflow of adding to a string many many times!
It is also ultra-efficient if you want to add like 1000 lines of text together, the same single string variable memory space is simply being added to over and over. Lightning speeds!
I also provide you with the option to add a newline / carriage return automatically, which defaults to disabled.
**New Download for UE4 4.12 (55mb, Media Fire)**
https://www.mediafire.com/?ieovbd5l9d7yub2
♥ Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you ♥
1. Win64 Development
2. Win64 Shipping **<~~~~~~ NEW!**
3. Win32 Development
4. Win32 Shipping
4. HTML5 Development
5. HTML5 Shipping **<~~~~~~ NEW!**
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).