Thank you, will be keeping an eye out
Hi, thank you for the great features of this plugin!
To be sad, this error happens like Stockbrot reporting above.
I really appreciate if I could solve this error now.
Because I have to show my project with the plugin to other people soon :<
I just tested it on win32/64 and android , all is working fine.
you downloaded it from Gumroad?
When I try and open the project it sayâs *"The following modules are missing or built with a different engine version:
UE4Editor-CustomGravityProject.dll
Would you like to rebuild them now?"*
When I press yes it does this loading bar thing and then sayâs âCustomGravityProject could not be compiled. Try rebuilding from source manually.â
(Iâm using Unreal Engine 4.10.0)
Any help would be appriciated
Delete Binaries,Build and Intermediate folders (Inside project folder and âPluginsâ folder) , then build the project using visual studio 2015
Hi , I canât work on the plugin these days . so if you want to add it your self you can can check SixDOf plugin I already added 2 functions
-PawnLaunch(FVector LaunchVelocity, bool bOverrideCurrentVelocity)
-PawnLaunchToTarget(class AActor* Target, float LaunchPower, bool bOverrideCurrentVelocity)
Then you can implement them in âCustomPawnâ class
Hi Mhousse1247 want to say thank you for you gravity lugin!
I am working on Project called âIn the Shadeâ www.intheshade.info together with who did the programming.
Its is my Bachelor thesis at the School of Fine Arts HBK Saar and we used your gravity plugin to get started.
Hey L1, thereâs no need for Launch Character . Use Add Impulse(Works Best) or Set Linear Velocity on the Capsule Component. This pawn moves according to input AND sims physics as well. Amazing work, Iâll say.
By the way, Mhouse, I tried to get replication runninâ on the Custom Pawn (FPS) by firing custom events on input (similar to eXiâs BallBump example). But it simply doesnât seem to replicate at all. Any workarounds for this? (Ver 4.10.4, Plugin works perfectly in Singleplayer)
Thanks,
Surya Sel
Sorry replication is not supported yet!
Iâm really a UE4 dummy , so pardon me, but isnât the case same for the basic Pawn Class (as in the Rollinâ Ball Example)? I mean, whatâs the reason it doesnât move despite calling functions on the server?
woot, thx for sharing man
This is really awesome! Any chance on a 4.12 version?
I donât have 4.12 yet , but i think it should work fine
Just gave it a shot, no issues so far. Nice work, this is so cool!
Hey Mhousse1247, thanks a lot for this great plugin!
All is working fine on 4.12.3. I can launch my game on Android but I canât package it. If I deactivate the plugin packaging works again. is the log: Cook-2016.06.23-18.53.45.txt (254 KB)
Thank you in advance!
Sorry I donât have 4.12 yet ( Not enough internet)
is a solution ( I donât know if it will work or not) , go to Visual Studio select Development/Shipping + Android then Build , then try to package for android again
Nope, it didnât work.
Hi Mhousse1247,
First of all thanks for the amazing CustomGravity plugin - Iâm a UE4 newbie and Im really enjoying playing around with it. I noticed that the latest version from GumRoad fails at packaging for Win 64bits. Any chance you are working on an update for 4.12? Otherwise, any tips on what could be causing the issue?
Thanks!
-J
Unfortunately, it appears that your CustomGravity mod causes Unreal to fail at packaging any projects itâs put into, as of 4.12. I understand you may have limited time resources available, but it would be amazing if the plugin was fixed to work with the current Unreal Engine version.
These look extremely promising, Iâll have to keep an eye on them, particularly that gravity one.