Blueprint/C++ Advanced Templates , Tools & Plugins

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 say’s *"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 say’s “CustomGravityProject could not be compiled. Try rebuilding from source manually.”

(I’m using Unreal Engine 4.10.0)

Any help would be appriciated :slight_smile:

Delete Binaries,Build and Intermediate folders (Inside project folder and “Plugins” folder) , then build the project using visual studio 2015

Hi , I can’t 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 “CustomPawn” class

Hi Mhousse1247 want to say thank you for you gravity lugin!
I am working on Project called “In the Shade” 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, there’s 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, I’ll say.

By the way, Mhouse, I tried to get replication runnin’ on the Custom Pawn (FPS) by firing custom events on input (similar to eXi’s BallBump example). But it simply doesn’t 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!

I’m really a UE4 dummy , so pardon me, but isn’t the case same for the basic Pawn Class (as in the Rollin’ Ball Example)? I mean, what’s the reason it doesn’t move despite calling functions on the server?

woot, thx for sharing man

This is really awesome! Any chance on a 4.12 version?

I don’t 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 can’t 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 don’t have 4.12 yet ( Not enough internet)

is a solution ( I don’t 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 didn’t work.

Hi Mhousse1247,

First of all thanks for the amazing CustomGravity plugin - I’m 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 it’s 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, I’ll have to keep an eye on them, particularly that gravity one.