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?
āerror message >*"The following member variables in blueprint āBlueprint /Game/Blueprints/Actors/CustomPhysicsActor_BP.CustomPhysicsActor_BPā have invalid type. Would you like to remove them?
Initial Gravity Info"* <āerror 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 āPlanetGravity_Mapā and if I hit play, I get the message:
error messageā>āOne or more blueprints has an unresolved compiler error, are you sure you want to Play in Editor?
FirstPersonProjectile
ThirdPerson_AnimBP
PlanetGravity_Mapā <āerror message
When I examine the blueprints to see if a simple compile will fix the problem I get the error message:
error messageā> * āBlueprint could not be loaded because it derives from an invalid class. Check to make sure the parent class for this blueprint hasnāt been removed!ā *<āerror 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 āContentsā and āPluginsā 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 āContentā and āPluginsā folders to your project folder
i canāt use this plugin in my game,when I build the game itās all ok but,after that if I try to run the exe on a windows version or android version this error appeareven 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 āgumroadā?
yes of course,Unreal Engine 4 : Custom Gravity Plugin at this link.
i canāt also create visual studio file of your project,
I tested it in 4.10 , and itās working
sorry I canāt test 4.9 cause I donāt 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 donāt know how i have to integrate the Gravity-Code to the Spider-Character?
I hope someone knowās it.
kind regards,
halobungie
Iāve 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 ācheatsā the effect.
Thanks for any help in advance!
This looks very cool!
IĀ“m having problems with the plugin , it compiles without erros, but in Android appears the message at start: āCustomGravityplugin 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 āD:\Mis documentos\PROYECTOS UNREAL\TEST_Gravity\TEST_Gravity.uprojectā -remoteini=āD:\Mis documentos\PROYECTOS UNREAL\TEST_Gravityā -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: āUnrealBuildTool-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, Dictionary
2 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, Nullable
1 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(List
1 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(Action
1 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 ārampā 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 Iām missing? Iāve 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 didnāt know that placing the plugin in the UE root folder would create Android binaries