EasyBallistics plugin

There was a recent update. What are the changes?

Just improved debug visualization, shouldn’t affect functionality.

Hi,
Any ETA on a 4.20 update?

Thanks!

It’s already submitted, it just usually takes Epic 3-4 days to process.

Fantastic, thank you!

Having trouble compiling my project when i try to move my project to 4.20. Getting a notice about not being able to find the referenced directory
I heard there were a bunch of changes for plugins (??) with 4.20.
Does anyone have a sollution for a nice smooth transition?

The plugin should compile despite the warning. If you really need to clear that warning, try modifying EasyBallistics.Build.cs:
first add using System.IO; to the beginning of the file
and then replace all instances of
“EasyBallistics/Public” or “EasyBallistics/Private” with:
Path.Combine(ModuleDirectory,“Public”) or Path.Combine(ModuleDirectory,“Private”)

But I don’t think that’s what’s causing your project to fail to compile.

Yeah i was the one messing up. sorry about that.

-Support for Android is now enabled.
-Permanent price reduction to $20

UE 4.21 update out now

OK, here’s some bad news:
As you may have heard, there were some changes with how physics work in 4.22. Most notably, async scene was removed.
Since EB uses this to avoid collisions with debris, it will lose that functionality, and bullets will collide with debris, at least until the new destruction engine is implemented in some future version of UE4.
If you don’t use the old destruction system, you should be unaffected.

There seems to be some major issues relating to replication with your plugin (Currently testing in 4.22). I thought it was bad logic, but then I tried my logic with BallisticsFX and it worked just fine.

Since the plugin hasn’t been updated properly (only doing UE4 release updates), there’s a chance that the original replication logic does not work properly anymore.

Also, while Barrels look to be a SceneComponent sub-class, they cannot contain visual data like a regular Actor would, making this very cumbersome to use. I currently have to put the Barrel and my Visual Element (static mesh) into a regular Actor BP so I can organize my logic better (then putting them into childactors in the vehicle BP)

What you could do instead is subclass it under StaticMeshComponent and SkeletalMeshComponent (so two different types) BarrelStaticMeshComponent and BarrelSkeletalMeshComponent. Same goes for the Bullet actually.

You can see code examples in the VR Expansion Plugin https://bitbucket.org/mordentral/vre…in/src/Master/

I have tried to reach you over the past few days to no avail (even though it has shown you online).

-Can you send me a project that shows the problem? The replication does work work for me, just tested it.
-The barrel being a SceneComponent is deliberate. It’s just a component for emitting the bullets, it’s not supposed to be visible. That way you can just attach it to any other component (or a socket), rather than being limited to it being a static or skeletal mesh.
-Bullets are actors, you can add components to them like to any other actor, be it mesh, or particle system, or sound or whatever.

**version 2.0 **is out now!

-better trajectory calculation, using same “ideal gas law” atmosphere model as EasyFM.
In other words, things like altitude and temperature affect the amount of bullet drop. To use this model, switch bullet’s AtmosphereType to “Earth/IGL”. Density curve is no longer relevant in this model, no need to use it.
NOTE: it’s more computationally expensive, but the impact on performance should be neglible compared to collision detection etc.
-removed “old” material response, switched completely to material response map.

Gumroad users should already have it, on Epic launcher it will be available as soon as it’s processed.

Great, thank you!

2.10 is on the way

-(obviously) UE 4.23 support
-visualization for the barrel component (mismatched barrels were frequent cause of problems in multiplayer games, hopefully option to make them visible will make it easier for you to identify those)
-network trajectory update exposed to blueprint - allowing you to add ricochet sounds etc. without any extra network traffic (experimental).
-fixed occasional glitch where bullets stuck in obstacles remained active
-some internal cleanup

Update is currently being processed, should be up in a few days.

IMPORTANT: please update to latest build from Marketplace. Previous version had a bug that may cause your game to not package.

Hi, I updated to the latest build but get this error when trying to package currently. To test I started a new, blank project, built successfully with all plugins disabled, and then rebuilt with only EBB enabled. It produces this error and fails to build:

LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: !NeedsInitialization() [File [d :/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/Components/ActorComponent.cpp] [Line: 1741]
LogOutputDevice: Error: SetReplicatedByDefault is preferred during Component Construction.
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x00007ffbdc13ad99 UE4Editor-Engine.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffbdacef21a UE4Editor-Engine.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffbc2014627 UE4Editor-EasyBallistics.dll!UEBBarrel::UEBBarrel() [d:\build++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\easyballistics\source\easyballistics\private\ebbarrel.cpp:10]
LogOutputDevice: Error: [Callstack] 0x00007ffbdebe191a UE4Editor-CoreUObject.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffbdee71ddf UE4Editor-CoreUObject.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffbdee5119f UE4Editor-CoreUObject.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffbded857b5 UE4Editor-CoreUObject.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffbdf43c4c7 UE4Editor-Core.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffbdf45aa5b UE4Editor-Core.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffc1854af37 UE4Editor-Projects.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffc1855ca03 UE4Editor-Projects.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffc1854acfe UE4Editor-Projects.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ff62a27f68a UE4Editor.exe!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ff62a28204b UE4Editor.exe!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ff62a27c17c UE4Editor.exe!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ff62a27c4ca UE4Editor.exe!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ff62a28ceae UE4Editor.exe!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ff62a28fcbe UE4Editor.exe!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffc2f997bd4 KERNEL32.DLL!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffc2fdcced1 ntdll.dll!UnknownFunction ]

Thanks

That’s exactly the error this update should’ve fixed.
Can you please check if there aren’t some remains of the previous version somewhere in either your UE4 installation or your project?
If that’s not the case something went wrong during the publishing of the update, i’ll check again if the version on the marketplace is correct.

That’s the reason I tested with a blank project, to make sure that I wasn’t getting the error b/c of anything in my working project. I’ll do a re-install of UE4 and see if that helps.