Blueprint/C++ Advanced Templates , Tools & Plugins

What would it take to make this multiplayer friendly? I know it involves lots of time but do you know what sections cause the conflicts?

mmm, this great just what I was looking for, I will test it for a time and give you more money later.

Hello, I got your Custom Gravity package and it works pretty good on the maps you provided, but when I migrated the data into another project I get the below error message. Do you know how to solve this?

ā€”error message >*"The following member variables in blueprint ā€˜Blueprint /Game/Blueprints/Actors/CustomPhysicsActor_BP.CustomPhysicsActor_BPā€™ have invalid type. Would you like to remove them?

Initial Gravity Info"* <ā€”error message

I tried to add the image of what the bug looks like but the image tool does not work. Sorry. Basically the big sphere has gone missing in ā€˜PlanetGravity_Mapā€™ and if I hit play, I get the message:

error messageā€”>ā€œOne or more blueprints has an unresolved compiler error, are you sure you want to Play in Editor?
FirstPersonProjectile
ThirdPerson_AnimBP
PlanetGravity_Mapā€
<ā€”error message

When I examine the blueprints to see if a simple compile will fix the problem I get the error message:

error messageā€”> * ā€˜Blueprint could not be loaded because it derives from an invalid class. Check to make sure the parent class for this blueprint hasnā€™t been removed!ā€™ *<ā€”error message

I guess this means some c++ code did not transfer with the migration. Could you please tell how to reinstall the class that is missing? Thanks

UPDATE:
After using the migrate tool in the Unreal Engine 4 environment, then moving to the Windows 10 environment and copying and pasting the ā€˜Contentsā€™ and ā€˜Pluginsā€™ folders into the project folder fixed the bug, mostly. the city map stopped working correctly, but the planet map worked well. I am hoping the code is flexible and can be used for any play style without too much trouble.

To avoid these issues , you can simply copy ā€œContentā€ and ā€œPluginsā€ folders to your project folder

i canā€™t use this plugin in my game,when I build the game itā€™s all ok but,after that if I try to run the exe on a windows version or android version this error appeara33353aca5657cb841088567f249fe4e988f620d.jpegeven if the project is blank.

I already fixed that issue.
Are you using an old or new version of the plugin?

im using 4.9 version,for info my projects are blueprints type

you downloaded the project from ā€œgumroadā€?

yes of course,Unreal Engine 4 : Custom Gravity Plugin at this link.
i canā€™t also create visual studio file of your project,

I tested it in 4.10 , and itā€™s working
sorry I canā€™t test 4.9 cause I donā€™t have 4.9 and VS2013 installed

Hello!

What is the best way to add this to a C++ project instead of blueprint one?

All the blueprints are derived from c++ classes , so you can do the same when you want to create your custom C++ classes.
Or you can directly modify plugin existing classes.

Hello,
how excatly can i use this plugin for a Spider Character? I donā€™t know how i have to integrate the Gravity-Code to the Spider-Character?
I hope someone knowā€™s it.
kind regards,
halobungie

Iā€™ve been messing around with the plugin for awhile and I was wondering if there was a way to have stairs and get the character to not freak out while walking up them? The only solution I can think of is creating a collision volume in the shape of a ramp that ā€œcheatsā€ the effect.

Thanks for any help in advance! :slight_smile:

This looks very cool!

IĀ“m having problems with the plugin , it compiles without erros, but in Android appears the message at start: ā€œCustomGravityplugin failed to load because module CustomGravityplugin could not be foundā€

Module is active.

EDIT: After re-building the project with VS IĀ“m getting this error now when I try to build the project for Android, when I build it for Windows 64 Bits works without any problem, maybe this plugin is not compatible with Android?

MainFrameActions: Packaging (Android (ETC1)): UnrealBuildTool: 1 error generated.
MainFrameActions: Packaging (Android (ETC1)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
MainFrameActions: Packaging (Android (ETC1)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: D:\Mis documentos\PROYECTOS UNREAL\TEST_Gravity\Plugins\CustomGravityPlugin\Binaries\Android\UE4-CustomGravityPlugin-armv7-es2.a
MainFrameActions: Packaging (Android (ETC1)): UnrealBuildTool: Total build time: 7,67 seconds
MainFrameActions: Packaging (Android (ETC1)): CommandUtils.Run: Run: Took 7,6964402s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Android (ETC1)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Android (ETC1)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Android (ETC1)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): C:\Program Files (x86)\Epic Games\4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe CustomGravityProject Android Development ā€œD:\Mis documentos\PROYECTOS UNREAL\TEST_Gravity\TEST_Gravity.uprojectā€ -remoteini=ā€œD:\Mis documentos\PROYECTOS UNREAL\TEST_Gravityā€ -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: ā€˜UnrealBuildTool-2016.01.15-15.16.18.txtā€™
MainFrameActions: Packaging (Android (ETC1)): Stacktrace: en AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) MainFrameActions: Packaging (Android (ETC1)): en AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)
MainFrameActions: Packaging (Android (ETC1)): en AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boo
MainFrameActions: Packaging (Android (ETC1)): lean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) MainFrameActions: Packaging (Android (ETC1)): en AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars) MainFrameActions: Packaging (Android (ETC1)): en Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) MainFrameActions: Packaging (Android (ETC1)): en BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Packaging (Android (ETC1)): en BuildCommand.Execute() MainFrameActions: Packaging (Android (ETC1)): en AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) MainFrameActions: Packaging (Android (ETC1)): en AutomationTool.Automation.Process(String] CommandLine) MainFrameActions: Packaging (Android (ETC1)): en AutomationTool.Program.MainProc(Object Param) MainFrameActions: Packaging (Android (ETC1)): en AutomationTool.InternalUtils.RunSingleInstance(Action1 Main, Object Param)
MainFrameActions: Packaging (Android (ETC1)): en AutomationTool.Program.Main()
MainFrameActions: Packaging (Android (ETC1)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (ETC1)): Program.Main: AutomationTool exiting with ExitCode=5
MainFrameActions: Packaging (Android (ETC1)): Domain_ProcessExit
MainFrameActions: Packaging (Android (ETC1)): copying UAT log filesā€¦
MainFrameActions: Packaging (Android (ETC1)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Android (ETC1)): BUILD FAILED
PackagingResults:Error: Error Unknown Error

Is there anyway to prevent the character from sliding when they are walking on collisions? Currently I have a stair mesh that has a ā€œrampā€ for the collision volume which creates the illusion of walking up the stairs but the character still slides down them. Is that by design or is there something Iā€™m missing? Iā€™ve been trying to understand this issue for hours and I could really use some help.

Thanks in advance for any and all help!

amazing work

do you have any plan to add binaries for Android and IOS ??

My bad i didnā€™t know that placing the plugin in the UE root folder would create Android binaries

now after making a cool game prototype i can not make it work on android , it keep saying that the module is missing

any one know how to fix that?