Hello Unreal Community :
**Back with new threads , this one will be dedicated to :
Spline Snapping Tool:
Paper Flipbook Widget :
Procedural Tree Component :
Mesh Swapper Component :
Custom Gravity Plugin :
4 Likes
Unreal Engine 4 Resources: Plugins & Tools
](Plugins & Tools - Elhoussine Mehnik)
ayretek
(ayretek)
4
lol good job Mhousse1247, I like this! even got a kick out of watching the video as well, thx
Well done mate thank you !!
Mhousse1247
(Mhousse1247)
11
Thanks!
Youâre welcome!
Snailhunter
(Snailhunter)
12
Problems on a Mac
Thank you for your work but i want to use it on a Mac and it has to recompile but always ends with an error on 4.9.1.
it has to do with this line.
const EDrawDebugTrace::Type DrawDebugType = bDebugIsEnabled ? DebugDrawType : EDrawDebugTrace::None;
Greetings Jan
Mhousse1247
(Mhousse1247)
13
can you post the error message ?
Snailhunter
(Snailhunter)
14
This is the error.
[2015.09.22-08.45.17:186] 0] Running UnrealHeaderTool â/Users/guyver/Desktop/CustomGravityProject/CustomGravityProject.uprojectâ â/Users/guyver/Desktop/CustomGravityProject/Intermediate/Build/Mac/CustomGravityProjectEditor/Development/UnrealHeaderTool.manifestâ -LogCmds=âloginit warning, logexit warning, logdatabase errorâ -rocket -installed
[2015.09.22-08.45.30:288] 0]Reflection code generated for CustomGravityProjectEditor in 13.1567926 seconds
[2015.09.22-08.45.30:697] 0]@progress pop
[2015.09.22-08.45.33:786] 0]Generating dSYM file for UE4Editor-CustomGravityPlugin.dylib - this will add some time to your buildâŚ
[2015.09.22-08.45.33:786] 0]Generating dSYM file for UE4Editor-CustomGravityProject.dylib - this will add some time to your buildâŚ
[2015.09.22-08.45.33:890] 0]Performing 20 actions (8 in parallel)
[2015.09.22-08.45.33:891] 0][2/20] Compile CustomGravityProject.h
[2015.09.22-08.45.33:891] 0][1/20] Compile CustomGravityPluginPrivatePCH.h
[2015.09.22-08.45.55:328] 0][3/20] Compile EmptyClass.cpp
[2015.09.22-08.45.55:328] 0][4/20] Compile CustomGravityProject.cpp
[2015.09.22-08.45.55:955] 0][5/20] Compile CustomGravityPlugin.generated.cpp
[2015.09.22-08.45.55:955] 0][6/20] Compile FirstPersonCharacter.cpp
[2015.09.22-08.45.55:955] 0][7/20] Compile PhysicsBallPawn.cpp
[2015.09.22-08.45.55:955] 0][8/20] Compile ThirdPersonBall.cpp
[2015.09.22-08.45.55:955] 0][9/20] Compile ThirdPersonCharacter.cpp
[2015.09.22-08.45.55:955] 0][10/20] Compile CustomPawn.cpp
[2015.09.22-08.46.07:582] 0][11/20] Compile CustomPhysicsActor.cpp
[2015.09.22-08.46.07:582] 0][12/20] Compile PlanetActor.cpp
[2015.09.22-08.46.09:024] 0][13/20] Compile CustomGravityComponent.cpp
[2015.09.22-08.46.09:024] 0][14/20] Compile CustomMovementComponent.cpp
[2015.09.22-08.46.09:024] 0][15/20] Compile CustomGravityManager.cpp
[2015.09.22-08.46.09:024] 0][16/20] Compile CustomGravityPlugin.cpp
[2015.09.22-08.46.09:129] 0][17/20] Link UE4Editor-CustomGravityProject.dylib
[2015.09.22-08.46.09:331] 0][18/20] sh -c ârm -rf â/Users/guyver/Desktop/CustomGravityProject/Binaries/Mac/UE4Editor-CustomGravityProject.dSYMâ; "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/"dsymutil -f â/Users/guyver/Desktop/CustomGravityProject/Binaries/Mac/UE4Editor-CustomGravityProject.dylibâ -o â/Users/guyver/Desktop/CustomGravityProject/Binaries/Mac/UE4Editor-CustomGravityProject.dSYMââ
[2015.09.22-08.46.14:577] 0]/Users/guyver/Desktop/CustomGravityProject/Plugins/CustomGravityPlugin/Source/CustomGravityPlugin/Private/Components/CustomMovementComponent.cpp:93:65: error: conditional expression is ambiguous; âTEnumAsByte<EDrawDebugTrace::Type>â can be converted to âEDrawDebugTrace::Typeâ and vice versa
[2015.09.22-08.46.14:577] 0] const EDrawDebugTrace::Type DrawDebugType = bDebugIsEnabled ? DebugDrawType : EDrawDebugTrace::None;
[2015.09.22-08.46.14:577] 0] ^ ~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~
Snailhunter
(Snailhunter)
16
Nope sorry wont work
0]/Users/guyver/Desktop/CustomGravityProject/Plugins/CustomGravityPlugin/Source/CustomGravityPlugin/Private/Components/CustomMovementComponent.cpp:93:79: error: conditional expression is ambiguous; âTEnumAsByte<EDrawDebugTrace::Type>â can be converted to âEDrawDebugTrace::Typeâ and vice versa
[2015.09.22-09.16.32:491] 0] const TEnumAsByte<EDrawDebugTrace::Type> DrawDebugType = bDebugIsEnabled ? DebugDrawType : EDrawDebugTrace::None;
[2015.09.22-09.16.32:491] 0]
Mhousse1247
(Mhousse1247)
17
Try this :
const EDrawDebugTrace::Type DrawDebugType = bDebugIsEnabled ? DebugDrawType.GetValue() : EDrawDebugTrace::None;
or
const TEnumAsByte<EDrawDebugTrace::Type> DrawDebugType = DebugDrawType;
Snailhunter
(Snailhunter)
18
both did work but my pawns dont respond in the editor on jumping or moving they look to fly. and stop as soon as i come close to other objects.
when i try to stop the playmode the editor crashes.
Mhousse1247
(Mhousse1247)
19
thatâs weird , sorry i donât have a mac to see whatâs where the problem comes from
Snailhunter
(Snailhunter)
20
Can it be its becouse i use the binary version 4.9.1 of ue ?
Mhousse1247
(Mhousse1247)
21
I donât think so iâm using the binary version too.
Can you post the crush reporter log message?
Snailhunter
(Snailhunter)
22
on windows u use visual studio 2013 right bec i let it compile using the engine as soon as i start the uproject itself.