Mhousse1247,
can I with the custom gravity plugin change gravity direction at runtime?
Mhousse1247,
can I with the custom gravity plugin change gravity direction at runtime?
Hi
I really donāt understand, why this plugin doesnāt work. VS errors says about syntax errors, but the code looks fine. I generated and builded this plugin and your project few times, but that is not helped.
I use 4.13 version. What should I do?
SixDof Project Updated to 4.13
Yes , check Gravity room , Gravity Dash or 2D Gravity Maps to see someways to do it
Checked with 4.12.5 , 4.13 and 4.13.1 , I didnāt get ant error
Thanks Mhousse1247 for the tip, I was just inattentive.
Love the plugin but having issues trying to cook it to iOS.
Getting the:
UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item:
Hello,
Iām trying to include your custom gravity plugin to our custom Unreal Build based on v4.13.2. We did not change anything to the Unreal source code actually, it is just so we can include other plugins and patches.
However, I get this error:
āError when building: -waitmutexā exited with code 5 . Please verify that you have sufficient rights to run this command".
When I remove your plugin it compiles without any issue.
Obviously this has nothing to do with permissions, searching with Google it seems this happens with some foreign characters in the source code. Iāve taken a look at the files but did not detected anything suspicious so far.
Any idea ?
(Iām using a french Windows 10).
Anybody else having this issue ?
By running the batch tool I get a more specific error:
āā¦/ā¦ CustomGravityPlugin/Public/Objects/CustomGravityManager.h(44) : Property is exposed to the editor or blueprints but has no Category specified.ā
@grabiller , I also use windows 10 (french) , I donāt think the operating system is the problem.
Is this the only error you get , or there is other one ?
and are you adding the plugin to an exiting project or to the engine it selft and you compile the engine too?
@Mhousse1247,
Indeed, this has nothing to do with locals or characters.
Iām adding the plugin source to a fork of the v4.13.2 (having other plugins added) and compile the all engine.
The issue comes from 3 files having some UPROPERTY declared but without defining a Category or with missing double quotes for the Category name:
CustomGravityPlugin\Source\CustomGravityPlugin\Public\Objects\CustomGravityManager.h
CustomGravityPlugin\Source\CustomGravityPlugin\Public\Components\CustomMovementComponent.h
CustomGravityPlugin\Source\CustomGravityPlugin\Public\Actors\PlanetActor.h
Adding a Category to each UPROPERTY not having one seem to fix the issue, now the Unreal Engine solution seems to compiles fine (still compiling right now but passed the point where I had the errorsā¦ crossing fingersā¦).
An other solution :
1- Compile the project for the platforms you want
2- copy the plugin to āEngine/Plugins/Runtimeā
Finally, the engine and plugins compiled fine, those files and missing UPROPERTY āCategoryā were indeed the issues.
@Mhousse1247
Indeed, albeit for production reasons, and to solidify versions and dependencies tracking, I prefer to have everything in the same repository branch/tag so I know that for a specific project I just have to checkout and compile āthatā version and the game/editor is up and running.
Hi.
How do you manage the camera in the Third Person View to align the to surface normal an behave the same way as regular camera?
Hi!
You have created awesome plugin!
Does it work with standard UE network system?
And I have one more stupid question.
Is it any tutorial how to add this plugin to my existing project?
Mhousse1247 - thank you with this example!
Itās working very good. This is mix of C++ and blueprint cooding for this custom gravity or only C++?
What is restrictions for using your code? Can I use this code in my demo game?
Thank you!
@Tomislav0309
āCustomGravityPluginā is C++ , but all functionalities (Classes ,functions and variables) are exposed to blueprint.
āCustomGravityProjectā uses the plugin and extend it classes to blueprint (samples to show how to use the plugin)
There is one limitation : Multiplayer is not supported !
And you can use/modify the plugin/project as you wish there is no restrictions or fees!
Thank you very much!
I tried you planet map - and this is that I need for my project.
But when I make to planet on your map to move to another location via matinee - player and objects fall from planet, and when planet reach final location - gravity starts to catch player back to planet.
How to make that gravity works when planet moves?
Neat idea; seems like you made something people wanted!