EasyBallistics plugin

They should be triggering OnImpact when recycled. Unless you added the impacted object into ignore list on previous run. If so, then it needs to be cleared when the bullet is reused.
I’ll make that automatic in next update.

I did not, at least not intentionally. I just apply damage on hit, nothing more…

No idea then. Send me some project that shows the problem, then I can try to find what’s wrong.

Just trying this plugin the first time. But cant seem to get it working without crashing with EXCEPTION_STACK_OVERFLOW message. Using UE4.15.1. Added the EBBarrel for weaponactor (under skeletalmesh) and using the shoot with trigger on for 0.2 seconds. Bulletblueprint have EBBullet as parent. Havent changed settings. Only set debug on and been trying with different trace channels.

[2017.03.26-14.14.30:108][962]LogWindows:Error: UE4Editor-EasyBallistics.dll!AEBBullet::GetAttachedActorsRecursive() [d:\build++portal+main+full\sync\localbuilds\plugintemp\hostproject\plugins\easyballistics\source\easyballistics\private race.cpp:239]
[2017.03.26-14.14.30:108][962]LogWindows:Error: UE4Editor-EasyBallistics.dll!AEBBullet::GetAttachedActorsRecursive() [d:\build++portal+main+full\sync\localbuilds\plugintemp\hostproject\plugins\easyballistics\source\easyballistics\private race.cpp:241]

Alright, crash here seems to be happening when the plugin is trying to figure out what the weapon actor is attached to. Try turning off “SafeLaunchIgnoreAllAttached” and “SafeLaunchIgnoreAttachParent” (in bullet settings), and see if that helps.
Either way, please send me a project that causes this so I can see what exactly is going on and how to fix it.

Thank you for instant support. :slight_smile: That setting made it work. I let you know if finding the exact repro for the crash. The weapon actor blueprint is attached to character blueprint mesh after begin play. With weld simulated bodies enabled. Cant send the project since massive size

Well without being able to see the project, best hint I can offer is this: this is most likely caused by circular attachment hierarchy somewhere.
Basically every time you shoot with above mentioned settings enabled, the bullet tries to find what actor the weapon is attached to, and what else is attached to it, and exclude those from collisions (so you can’t shoot yourself).
But there’s some sort of “A is attached to B, and B is attached to A” on your actor, and this causes it to go to infinite recursion, eventually causing stack overflow.

Again, just a guess, can’t be sure without seeing it. I’ll try creating something similar myself to find if that’s the case.

Good theory - I checked all attach nodes and removed old deprecated nodes. Not sure if there was “A is attached to B, and B is attached to A” attaching, but now with the new attach nodes the issue dissapeared. Can have the safe launch disabled. Thanks for all the help. :slight_smile:

Good to know there is change to make infinite recursions. Will keep eye on those in other blueprints too.

I’ll try to make a demo project for you, I’ll PM you in the next days. In the meantime I have another question: The barrel has a float called ‘Inherit Velocity’, I assume it scales from 0 to 1 and controls how much velocity of the spawning actor is added to the bullet. Strangely nothing is happening when set to 1. Setting it to 10 or 0 made no difference.

Correct. This however only applies if the parent is a physically simulated mesh.

Hi moookiexl, I’m getting that crash as well after updating from 4.14 to 4.15- I haven’t tested changing the setting you mentioned, just wanted to let you know that something in the update might be causing it since I haven’t touched the blueprint using it after updating.

Yeah, it’s probably something that’s created during updating or some other process like that, because normally UE won’t let you create cyclic attachments. Thanks for narrowing it down, i’ll try making a 4.14 project, going through update and see if that makes the problem show up.

Currently, my weapons are blueprints on their own, with a skeletal weapon mesh and the barrel. I then attach the weapons to my spaceship, but setting the weapon mesh to simulate physics didnt help. I had to attach a barrel directly to the spaceship to make it work, since its root is simulating physics. Is this working as intended?

Yes, that’s exactly how it works, it gets its velocity from the body it’s directly attached to.
By the way, you can also manually specify additional velocity via vector parameter (simply called AdditionalVelocity), you can get this velocity from any source you want. If your weapon is a separate actor this is probably the best approach.

Ok, thanks for this info! But dont worry, I have more problems coming your way :stuck_out_tongue:

I think we already talked about this, but I didnt really ‘solve’ the problem, just used a workaround. When I try to compile binaries for the project, this is part of the log:

I’ve already checked if anything used the Deactivate call, which might have caused issues when updating, but no blueprint does. This happens with your latest version.

Again, send it to me, I really can’t help you here without seeing your code. This definitely is something caused by your project, “regular” EB doesn’t do this (if it did i wouldn’t be able to compile it in the first place).

Ok, i think i found the problem this time, it was my engine as you said. After downloading a fresh engine and deleting all binaries/intermediate folders my coworkers and i were able to build without errors. I guess the old engine was corrupted somehow.

Quick note about UE4.16: the bug that prevents blueprints using EBBarrel from nativizing is no longer present in 4.16 preview 1.
So, next update of EB will come out after UE4.16 and BP nativization will be fixed.

The update for UE4.16 should now be out. Please let me know if there’s still a problem with blueprint nativization (or with anything else)
Additionally, ignored actor list is now properly cleared when the bullet is respawned from pool.

Also, Mac users no longer have to edit or recompile anything, it should now work out of the box.

Just wanted to say Thanks for easy ballistics plugin! The tutorials are clear and covers everything. The plugin works perfectly and without failure I mean… man… it’s just flawless :slight_smile: Of few purchases on marketplace I am really satisfied with.