I was able to get rid of the error by doing a clean install of UE4
It appears that it currently takes longer than usual to process updates for the marketplace, so if you don’t want to wait for the update, you can do the following:
-download the 4.24 version of the plugin
-move it out of plugins/marketplace into a separate folder outside of your UE4 installation
-open Easyballistics.uplugin in a text editor and change EngineVersion to 4.25.0
-recompile the plugin like this: UE4 - recompiling plugins (Windows & Linux) - YouTube (requires Visual Studio)
-copy the packaged build into your game’s plugin folder (ie. MyGame/Plugins/EasyBallistics)
Have some issue in 4.24 randomly my game is freezing than in my log appears
[2020.06.04-14.26.09:993][360]LogOutputDevice: Warning:
Script Stack (1 frames):
EBBullet.ReactivationBroadcast
and then my RAM is running slowly full .
Any idea ?:eek:
I’m unable to replicate it on my end. Would it be possible to send me a project where this occurs, or at least complete stack?
I had a similar error report recently, and it turned out to be a bug not in the event itself but in a blueprint triggered by bullet reactivating.
Also please try this with pooling disabled, to narrow down the issue.
Another example project released:
This time showing how to create turrets, as well as how to use EB with Niagara particles.
(note: there’s a problem with ribbons showing up in wrong position for a few frames after spawn, still working on that)
Small update released, fixed remaining ammunition not being reported correctly on ShotFired event.
New update on the way.
New features:
-Calculate Aim Direction - Calculates optimum aiming direction to hit target location. Compensates for ballistic drop, wind, and target movement.
-redesigned wall penetration
NOTE if you were using alternate calculation modes:
BackTrace - works the same as before
Solid - didn’t really work properly and was removed, ByComponent is the closest equivalent.
ForwardTrace - use DoubleSidedCollision
I just installed your latest update, and in the “Event on Impact” for my ammo types, I show Phys Material as a removed pin?
Is that correct? I used it to determine impact FX, I swapped it to use the Phys Mat from hit result.
Yeah, sorry about that, i removed it by mistake when i was working on making it compatible with 4.26. Will upload hotfix ASAP.
Thanks for the bug report.
Fixed version should be up now, sorry for the inconvenience.
I’ve also made some more improvements to predict functions, which could be useful for AI
-They now have “from location” versions that let you run them from different starting position (regular ones use current location and direction of the EBBarrel).
-PredictHit allows you ignore certain actors. This is useful if you’re using it to check for obstacles
-CalculateAimDirection returns additional information about predicted location of the target, impact point, and flight time. This had to be calculated anyway, so i’ll just expose it in case somebody finds use for it
Fix worked, thx.
I get always on my first shot after the new update this stack
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: NewTransform.IsValid() [File:E:/UnrealEngine/Engine/Source/Runtime/Engine/Private/Components/SceneComponent.cpp] [Line: 634]
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x00007ff9f9e625b9 UE4Editor-Engine.dll!<lambda_7daaf6cc1de1b769bb10ac6be25ed661>::operator()() [e:\unrealengine\engine\source\runtime\engine\private\components\scenecomponent.cpp:634]
LogOutputDevice: Error: [Callstack] 0x00007ff9f8a46761 UE4Editor-Engine.dll!USceneComponent::UpdateComponentToWorldWithParent() [e:\unrealengine\engine\source\runtime\engine\private\components\scenecomponent.cpp:634]
LogOutputDevice: Error: [Callstack] 0x00007ff9f8a2a7b8 UE4Editor-Engine.dll!USceneComponent::InternalSetWorldLocationAndRotation() [e:\unrealengine\engine\source\runtime\engine\private\components\scenecomponent.cpp:2789]
LogOutputDevice: Error: [Callstack] 0x00007ff9f8a2ca25 UE4Editor-Engine.dll!USceneComponent::MoveComponentImpl() [e:\unrealengine\engine\source\runtime\engine\private\components\scenecomponent.cpp:2912]
LogOutputDevice: Error: [Callstack] 0x00007ff9f85f2348 UE4Editor-Engine.dll!AActor::SetActorLocation() [e:\unrealengine\engine\source\runtime\engine\private\actor.cpp:3596]
LogOutputDevice: Error: [Callstack] 0x00007ff9cf0ae6da UE4Editor-EasyBallistics.dll!AEBBullet::Trace() [e:\unrealengine\engine\plugins\marketplace\easyballistics\source\easyballistics\private race.cpp:198]
LogOutputDevice: Error: [Callstack] 0x00007ff9cf0aba10 UE4Editor-EasyBallistics.dll!AEBBullet::Step() [e:\unrealengine\engine\plugins\marketplace\easyballistics\source\easyballistics\private\ebbullet.cpp:104]
LogOutputDevice: Error: [Callstack] 0x00007ff9f85b7c7c UE4Editor-Engine.dll!AActor::DispatchBeginPlay() [e:\unrealengine\engine\source\runtime\engine\private\actor.cpp:3397]
LogOutputDevice: Error: [Callstack] 0x00007ff9f85de2f2 UE4Editor-Engine.dll!AActor::PostActorConstruction() [e:\unrealengine\engine\source\runtime\engine\private\actor.cpp:3238]
LogOutputDevice: Error: [Callstack] 0x00007ff9f85c45b4 UE4Editor-Engine.dll!AActor::FinishSpawning() [e:\unrealengine\engine\source\runtime\engine\private\actor.cpp:3137]
LogOutputDevice: Error: [Callstack] 0x00007ff9f8c8ee8a UE4Editor-Engine.dll!UGameplayStatics::FinishSpawningActor() [e:\unrealengine\engine\source\runtime\engine\private\gameplaystatics.cpp:689]
LogOutputDevice: Error: [Callstack] 0x00007ff9cf0aad47 UE4Editor-EasyBallistics.dll!AEBBullet::SpawnOrReactivate() [e:\unrealengine\engine\plugins\marketplace\easyballistics\source\easyballistics\private\pooling.cpp:90]
LogOutputDevice: Error: [Callstack] 0x00007ff9cf0ab0a5 UE4Editor-EasyBallistics.dll!AEBBullet::SpawnWithExactVelocity() [e:\unrealengine\engine\plugins\marketplace\easyballistics\source\easyballistics\private\bulletevents.cpp:50]
LogOutputDevice: Error: [Callstack] 0x00007ff9cf0aa81e UE4Editor-EasyBallistics.dll!UEBBarrel::SpawnBullet() [e:\unrealengine\engine\plugins\marketplace\easyballistics\source\easyballistics\private\ebbarrel.cpp:154]
LogOutputDevice: Error: [Callstack] 0x00007ff9cf0ac505 UE4Editor-EasyBallistics.dll!UEBBarrel::TickComponent() [e:\unrealengine\engine\plugins\marketplace\easyballistics\source\easyballistics\private\ebbarrel.cpp:94]
LogOutputDevice: Error: [Callstack] 0x00007ff9f893ee31 UE4Editor-Engine.dll!FActorComponentTickFunction::ExecuteTickHelper<<lambda_e425ef5a146b3170549ca592e58b30c6> >() [e:\unrealengine\engine\source\runtime\engine\classes\gameframework\actor.h:3471]
LogOutputDevice: Error: [Callstack] 0x00007ff9f8964a34 UE4Editor-Engine.dll!FActorComponentTickFunction::ExecuteTick() [e:\unrealengine\engine\source\runtime\engine\private\components\actorcomponent.cpp:976]
LogOutputDevice: Error: [Callstack] 0x00007ff9f967e170 UE4Editor-Engine.dll!FTickFunctionTask::DoTask() [e:\unrealengine\engine\source\runtime\engine\private icktaskmanager.cpp:283]
LogOutputDevice: Error: [Callstack] 0x00007ff9f9682d22 UE4Editor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask() [e:\unrealengine\engine\source\runtime\core\public\async askgraphinterfaces.h:849]
LogOutputDevice: Error: [Callstack] 0x00007ff9f742740c UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [e:\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:692]
LogOutputDevice: Error: [Callstack] 0x00007ff9f74275da UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilIdle() [e:\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:598]
LogOutputDevice: Error: [Callstack] 0x00007ff9f74277ea UE4Editor-Core.dll!FTaskGraphImplementation::ProcessThreadUntilIdle() [e:\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:1418]
LogOutputDevice: Error: [Callstack] 0x00007ff9f969e956 UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup() [e:\unrealengine\engine\source\runtime\engine\private icktaskmanager.cpp:575]
LogOutputDevice: Error: [Callstack] 0x00007ff9f96a3e42 UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup() [e:\unrealengine\engine\source\runtime\engine\private icktaskmanager.cpp:1523]
LogOutputDevice: Error: [Callstack] 0x00007ff9f8e6349f UE4Editor-Engine.dll!UWorld::RunTickGroup() [e:\unrealengine\engine\source\runtime\engine\private\leveltick.cpp:783]
LogOutputDevice: Error: [Callstack] 0x00007ff9f8e6e7b3 UE4Editor-Engine.dll!UWorld::Tick() [e:\unrealengine\engine\source\runtime\engine\private\leveltick.cpp:1575]
LogOutputDevice: Error: [Callstack] 0x00007ff9f584e424 UE4Editor-UnrealEd.dll!UEditorEngine::Tick() [e:\unrealengine\engine\source\editor\unrealed\private\editorengine.cpp:1693]
LogOutputDevice: Error: [Callstack] 0x00007ff9f60f5126 UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() [e:\unrealengine\engine\source\editor\unrealed\private\unrealedengine.cpp:414]
LogOutputDevice: Error: [Callstack] 0x00007ff66a167ec3 UE4Editor.exe!FEngineLoop::Tick() [e:\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:4850]
LogOutputDevice: Error: [Callstack] 0x00007ff66a17cc3c UE4Editor.exe!GuardedMain() [e:\unrealengine\engine\source\runtime\launch\private\launch.cpp:169]
LogOutputDevice: Error: [Callstack] 0x00007ff66a17cd1a UE4Editor.exe!GuardedMainWrapper() [e:\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:137]
LogOutputDevice: Error: [Callstack] 0x00007ff66a18f72d UE4Editor.exe!WinMain() [e:\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:268]
LogOutputDevice: Error: [Callstack] 0x00007ff66a192a4e UE4Editor.exe!__scrt_common_main_seh() [d:\agent_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
LogOutputDevice: Error: [Callstack] 0x00007ffa6f607c24 KERNEL32.DLL!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffa6f78cea1 ntdll.dll!UnknownFunction ]
Hello **moookiexl **one question is it possible to change at runtime the barrel rotation to correct the aim point? As a example i attach the barrel component to my gun but i wan´t that at the moment when i shot he takes the center screen as ref like with a line trace , hope you understand what i mean ;). Sure i could attach it to my camera but i wan´t to let it start from my weapon instead of my camera any idea?
Cheers
you can use event dispatcher “Ready to shoot” to rotate the EbBarrel to a specific rotation. if you are looking for a rotation of your crosshair, just line trace from camera center forward, get hit impact point, and use the function “find look at rotation” from the barrel component to this point. set world rotation of the barrel. and there you have it.
Example.
This is made with single mesh FPP view, ik aim offset and easy ballistics.
Nice it is working thx
Can you send me some project that shows this behavior? I’m unable to reproduce it on my end.
Quick question regarding EasyFlight and EasyBallistics, when UE5 comes out, i hear the physics system is changing, will you be updating these plugins as well? I own both : )
EasyBallistics and SixDOF already work with the new physics system (Chaos), in EasyFM the flight model itself works but the landing gear system is glitchy and will probably require some changes.
UE4.26 compatibility fix is out now.
Another small update released, it’s now possible to enable collisions for additional components added to EBBullets with “allow component collisions”.
Useful for trigger volumes and so on.
NOTE: this is **not **intended for collisions with objects, and using it as such will break penetration and ricochet calculations.
