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?

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

Initial Gravity Info"* <—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_Map’ and if I hit play, I get the message:

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

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

error message—> * ā€˜Blueprint could not be loaded because it derives from an invalid class. Check to make sure the parent class for this blueprint hasn’t been removed!’ *<—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€˜Contents’ and ā€˜Plugins’ 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 can’t use this plugin in my game,when I build the game it’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 can’t also create visual studio file of your project,

I tested it in 4.10 , and it’s working
sorry I can’t test 4.9 cause I don’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 don’t know how i have to integrate the Gravity-Code to the Spider-Character?
I hope someone know’s it.
kind regards,
halobungie

I’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 I“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.txt’
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 files…
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 I’m missing? I’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 didn’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?