From Me For You in the Latest Engine Release

From Me For You in 4.11 :heart:

Dear Community,

In 4.11 here are the BP nodes / C++ code that I contributed to the engine that Epic accepted!

1. Is Player Controlled

From the release notes:



New: Added Pawn::IsPlayerControlled() to compliment IsLocallyControlled() (thanks EverNewJoy!)


This is for BP multiplayer games!

It lets you know if the character is currently being controlled by a human player :slight_smile:

If you combine this with IsLocallyControlled() via a macro you can find out easily if any character/pawn is being locally controlled by a human player!

From the 4.11 Release notes:



New: Vector2D now has equal and not equal functions, just like Vector3D.


2. Vector2D == Vector2D and Vector2D != Vector2D

  1. Get Capsule Half Height Without Hemisphere

If you are working with PhysX code a lot, you will enjoy this addition to UE4 because it gives you the half height of the capsule the same way hte PhysX engine sees it!


C++ 

From the release notes:



```


New: Added FVector::DistSquaredXY helper function


```



Enjoy!

♥

Oh , you are such a sweetheart <3

Thank-you so much for all of your great contributions!

He ehee!

You’re welcome!

:slight_smile:

From me for you in 4.12, lots of things!

Dear Community,

In 4.12 I made a large number of contributions that you can now play with!

Here’s a picture!

Actor Functions

Was Recently Rendered: Extremely powerful node to let you perform game code optimizations based on whether you know the actor is being rendered, or has been rendered recently. Actors that have not been rendered for awhile can stop running functionality that is important, but not if the actor has been out of view for a long time!

Get Time Since Creation: This is very useful for actors that you create during runtime and want to know how long they’ve been around for! Their runtime-lifetime basically :slight_smile:


**Vector2D Equality**

You can now compare two Vector2Ds in BP with a tolerance of your choosing!

**
Make Plane From Point and Normal**

There was no easy constructor for making a plane in BP, so I’ve now provided you with one!

It’s easy! Just recall that “normal” in this context means the direction that is perpendicular to the surface of the plane, or basically the facing direction of the flat plane surface.


**Hud Draw Line With Thickness**

Now you can draw HUD lines with a thickness!

Reminder: IsPlayerControlled()

Dont forget about IsPlayerControlled() which got released in 4.11, I am hoping it will help all you folks doing BP multiplayer out quite a bit, when it comes to AI vs players!

:heart:

From Me For You in 4.13 ~ Load Level Instance

Dear Community,

Cheat Manager Exposure in 4.13

In 4.13 I exposed the Cheat Manager C++ class to Blueprints, you can now use a custom debug camera BP!

More on this is coming in 4.14 :slight_smile:

In 4.13 I’ve contributed a BP Node,** Load Level Instance**, which allows you to add multiple level instances of the same .umap without having to add the level to your levels list! Ideal for partly procedural worlds where you work from a set of tiles :slight_smile:

c80b57dcf740d2ea8f58f3db78991718e65cbb36.jpeg

Awesome! Thanks again!

Hay! I have a problem with **was recently rendered **node. Thats work nice, but in some reasone that still got true value if object out of left side of viewport, in the right side it;s work perfectly, and same problem with top and down sides.