Mhousse1247
(Mhousse1247)
September 22, 2015, 11:39am
23
The issue does not come from there , visualstudio is using Unreal Build Tool too
Xiexe
(Xiexe)
September 22, 2015, 12:22pm
24
I’ve been trying to replicate the gravity results by looking at your hiearchy, and I can’t seem to. Would you mind writing a small guide? Also, for some reason with the custom pawn, its not registering speed. So my blendspace for walking doesn’t work. I tested it with a normal character blueprint with the same setup and it worked fine. Not sure if that’s an issue with something I’m doing or with the pawns.
EDIT: I got the walk animations working - though I still cannot replicate the gravity.
Snailhunter
(Snailhunter)
September 22, 2015, 1:36pm
25
Ok tried to do the same on my windows machine and no problems compiles and runs good so no idea on mac
Mhousse1247
(Mhousse1247)
September 22, 2015, 1:51pm
26
I’ve been trying to replicate the gravity results by looking at your hiearchy, and I can’t seem to. Would you mind writing a small guide? Also, for some reason with the custom pawn, its not registering speed. So my blendspace for walking doesn’t work. I tested it with a normal character blueprint with the same setup and it worked fine. Not sure if that’s an issue with something I’m doing or with the pawns.
EDIT: I got the walk animations working - though I still cannot replicate the gravity.
but Replication is still not implemented
Xiexe
(Xiexe)
September 22, 2015, 2:05pm
27
So at the moment using the custom gravity for our own objects is not possible? Also - When compiling, and running the game, or launching it from the editor, The camera is stuck in the ground and you are not able to do anything. The player doesn’t spawn. I narrowed it down to the custom pawn being the issue, as if i change the gamemode pawn class to the default third person controller, the player will spawn.
Mhousse1247
(Mhousse1247)
September 22, 2015, 2:10pm
28
“Custom Pawn” is the base class , use “FirstPersonCharacter” or “ThirdPersonCharacter”.
The camera stuck because you did not implement Input events.
Look at “Pawns” blueprints , it will give you a clear i idea
Xiexe
(Xiexe)
September 22, 2015, 7:53pm
29
“Custom Pawn” is the base class , use “FirstPersonCharacter” or “ThirdPersonCharacter”.
The camera stuck because you did not implement Input events.
Look at “Pawns” blueprints , it will give you a clear i idea
Yeah, I was using the ThirdPersonCharacter_BP as the “Default pawn” in the “GameMode_BP” However, upon packaging as a game, or launching through the engine, the player does not spawn, and the camera gets sent to 0,0,0 I’d assume.
Mhousse1247
(Mhousse1247)
September 22, 2015, 9:55pm
30
this happen because the plugin is not loaded on packaged game.
Fixed it , you can download the project again from github
Interesting, by any chance, will this support multiplayer games? That would be a nice feature
Mhousse1247
(Mhousse1247)
September 24, 2015, 10:53pm
32
It’s in the planning but not sure when
Xiexe
(Xiexe)
September 25, 2015, 5:12am
33
How to you apply the gravity to your own meshes? Or is that not a thing yet?
Mhousse1247
(Mhousse1247)
September 25, 2015, 9:19am
34
there is 2 ways to do it :
Add a “Custom Physics Actor” to you scene and change the cube mesh to your mesh
Or
You can simply add the “custom gravity component” to it
_cDub
(_cDub)
September 25, 2015, 12:58pm
35
What would happen if you try it with multiplayer?
Mhousse1247
(Mhousse1247)
September 25, 2015, 2:49pm
36
Pawns are not fully replicated
Stockbrot
(Stockbrot)
September 27, 2015, 2:24pm
37
Holy Banana! I was just trying to programm something very similar, this will knock my game up to 11! Thanks a lot!
Which way would you like to be credited?
(Or maybe you want to take part in it?)
Mhousse1247
(Mhousse1247)
September 28, 2015, 7:15pm
38
As you wish , there is no special obligation.
I wish to collaborate but I have very very limited time for game dev.
Stockbrot
(Stockbrot)
October 1, 2015, 3:20pm
39
Hey, me again.
I cannot compile a game using this plugin.
Whenever I packaged the project for either Windows 32 or 64, I do not spawn as the character I set anymore, but instead I spawn as default “null” character, with no controls and at location 0,0,0.
I have set all the defaults properly under Project Settings -> Maps & Modes. I also made sure the gamemode that is beeing used, is using the proper character, nothing helps though
I already fixed this issue , just download the full project again from github or :
1- Overwrite this file “/Plugins/CustomGravityPlugin/CustomGravityPlugin.uplugin”
2- “Generate Visual Studio Files”
3- Compile the project in VS
Stockbrot
(Stockbrot)
October 1, 2015, 3:37pm
41
Wow, you work fast!
I am re downloading now! Thanks a lot
EDIT: I am now getting this error while compiling your project:
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: XGE was requested, but is unavailable, so we won’t use it.
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UE4Build:
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceMonolithic: False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceNonUnity:False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceDebugInfo: False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseXGE: False
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseParallelExecutor: False
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: D:\Program Files (x86)\Unreal\Unreal Engine\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe CustomGravityProject Win64 Development “D:\Dokumente\Unreal Projects\CustomGravity\CustomGravityProject.uproject” -noxge -generatemanifest -rocket -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Errors detected while compiling D:\Dokumente\Unreal Projects\CustomGravity\Intermediate\Build\BuildRules\CustomGravityProjectModuleRules.dll:
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: d:\Dokumente\Unreal Projects\CustomGravity\Plugins\CustomGravityPlugin\Source\CustomGravityPlugin\CustomGravityPlugin.Build.cs(5,14) : error CS0101: The Namespace ‘<globaler Namespace>’ (translated) “already consists of the definition:” enthält bereits eine Definition für: ‘CustomGravityPlugin’.
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UnrealBuildTool encountered an error while compiling source files
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 1,9511127s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): D:\Program Files (x86)\Unreal\Unreal Engine\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe CustomGravityProject Win64 Development “D:\Dokumente\Unreal Projects\CustomGravity\CustomGravityProject.uproject” -noxge -generatemanifest -rocket -NoHotReloadFromIDE. See logfile for details: ‘UnrealBuildTool-2015.10.01-18.32.04.txt’
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: bei AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, St
MainFrameActions: Packaging (Windows (64-bit)): ring InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars) MainFrameActions: Packaging (Windows (64-bit)): bei Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) MainFrameActions: Packaging (Windows (64-bit)): bei BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Packaging (Windows (64-bit)): bei BuildCommand.Execute() MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Automation.Process(String] CommandLine) MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Program.MainProc(Object Param) MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.InternalUtils.RunSingleInstance(Action1 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files…
MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error
When I try to package my own project, it works, but when starting I get the error message:
CustomGravityplugin failed to load because module CustomGravityplugin could not be found
Really starnge , I tested it again , it works fine.
Maybe the plugin is not compiled correctly