There used to be a really neat tool (for another engine) that would generate a hex map like yours, then generate a terrain (customizable size) for each hex based on its biome type. So you’d end up with a bunch of terrains that roughly represent each hex.
I was starting to try your Victory Plugin with UE4 4.3 and if gives me message:
“Project modules are missing or out of date. Would you like to recompile them?”
I click on yes, and it gives me other message:
“Game code couldn’t compule. Continue trying to start anyway?”
I click on yes, and it gives one:
“Plugin ‘VictoryPlugin’ failed to load because module ‘VictoryEdEngine’ does not appear to be compatible with the current version of the engine. plugin’s functionality will not be available, The plugin may need to be recompiled.”
My plugin is only guaranteed to work with 4.3 Release, from the UE4 Downloader, not the one from Github
My plugin will not work in a packaged game, nor will any other plugin apparently, unless you have a c++ project.
Others have encountered and it seems Epic must fix :
I just tested my plugin (just now), with July 22 version and it worked just fine! No pop ups of any kind
Are you making sure to put my plugin in your Project/Plugins folder, not in Engine/Plugins ?!
had no trouble using my 4.3 plugin and his pictures above are proof of that, so clearly there is a correct workflow that can be found, we just have to identify what you are doing differently
Please review 1-5 and see what is different in your setup!
Thanks for answering.
It is working now! And the only thing I did was turn of my computer yesterday, I turn it on today. I tried again and it is working.
By terrain, do you mean an equivalent to landscape in UE4? That would be pretty sweet if I could take my map and use landscape to make the terrain look more realistic, but can you even generate landscapes during runtime?
So my blueprint project using your stuff won’t work when packaged (cooked or whatever it is called) unless I remake my entire project? I thought the whole point was that we can use your plugin without needing to use C++?
Plugins apparently only work in content-only projects pre-packaging, but to work in a packaged build, currently, it must be a c++ project so it can recompile the plugin source code!
I do hope gets addressed by Epic and there’s absolutely nothing I can do about it, other than continue to give people my entire source code for my plugins
Can be part of your options menu or for testing how game behaves at low frame rates, or what the frame rate possible is with only your hardware limits!
Special thanks to Lion for sending me an updated version of my plugin code that works with shipping builds!
The vertex editor mode is still there, but the BP Nodes portion is a separate module now and will compile when my nodes are included in a packaged game.
thanks Lion!
I am still getting an error when i package a game saying;
Plugin 'victoryplugin' failed to load because module 'VictoryBPLibrary' could not be found. the plugin's functionality will not be available. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for project.
Do i have to add it in the project settings, packaging area ?
Yes my first project was content only ( blueprint)
I converted it to c++ and now can’t package my game with your plugins
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: e: est\KL_VS\Plugins\victoryplugin\Binaries\Win32\VictoryBPLibrary-Win32-Shipping-Static.lib
IN the log, it shows almost calls to the library stating
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: e: est\KL_VS\Plugins\victoryplugin\Source\victorybplibrary\private\VictoryBPFunctionLibrary.cpp(1593) : error C2653: ‘UVictoryBPFunctionLibrary’ : is not a class or namespace name