Low Entry Plugins

Ah, interesting.

I think the Acceleration blueprint/event should work for that, let me know if that’s what you were looking for.

Hi !,

I’m desesperate, I don’t know why but I can’t compile my project… I have the following error:

LogInit:Display: LogBlueprint:Error: Compiler Error Could not find a function named “GetCurrentVolumePercentage” in ‘BPSuperPlayer1’.
MainFrameActions: Packaging (Android (ETC1)): UE4Editor-Cmd: Make sure ‘BPSuperPlayer1’ has been compiled for GetCurrentVolumePercentage from Source: /Game/SuperBluePrint/BPSuperPlayer1.BPSuperPlayer1
LogInit:Display: LogLinker:Warning: Can’t find file ‘/Script/LowEntryExtendedStandardLibrary’
LogInit:Display: LogUObjectGlobals:Warning: Failed to load ‘/Script/LowEntryExtendedStandardLibrary’: Can’t find file ‘/Script/LowEntryExtendedStandardLibrary’
LogInit:Display: LogLinker:Warning: Can’t find file for asset ‘/Script/LowEntryExtendedStandardLibrary’ while loading NULL.
LogInit:Display: LogUObjectGlobals:Warning: Failed to load ‘/Script/LowEntryExtendedStandardLibrary’: Can’t find file for asset ‘/Script/LowEntryExtendedStandardLibrary’ while loading NULL.

It looks like the project doesn’t find the LowEntryLibrary plugin.

I’m using UE4.12.5. and I have created a new FPS project just to test LowEntryLibrary (and “GetCurrentVolumePercentage” node) and I could compile that project without problems…

Any help?

Thanks!

GetCurrentVolumePercentage seems to be the correct function name, so that is probably not it.

It seems to be the case that the path “/Script/” is wrong.

I don’t know what causes this, this is outside of my plugin’s control, there is nothing I can program or configure to change that.

My guess is that it’s either:

  • incorrect engine/project settings
  • a bug in UE4
  • a bug in the launcher

The best thing to do is to find out what is causing the errors, you can do this by asking yourself these questions:

  • what did I actually do with my project that resulted in this error?
  • what steps would someone have to take in order to get these errors as well?

With that it might become more obvious what is causing the errors.

You should probably also post it in the answerhub as a bug report as well, preferably with the answers to the two questions, since that will help whoever is reading your post quite a lot.

A Have a little problem

I was using your wonderful extended library on a 4.11 project, vanilla binaries. I updated it to a experimental branch (Gameworks 4.12.5) and was able to manually install your plugin no problem (I could not do it from the launcher)… The issue is that when I open the project a prompt shows up telling me that i need the plugin and if I want to download it from marketplace, if I say yes the launcher says “oops and error occurred I could not find the site” if I say no, the project opens without a problem. Is there any way to get rid of the prompt, or completely uninstall the plugin (I did try disabling it on the project settings, but the prompt persists)…

Thank you

Check the .uproject file of your project, remove the plugin entries you find in there, that should do it.

That did it! Thank you!

It looks like I have a problem in my project because I upgraded it from 4.10 to 4.12.5 and maybe something was wrong :confused:

Anyway, I have created a new fps project in 4.12.5 and I have tested the plugin and everything is ok BUT the GetCurrentVolumePercentage node is not always executing, I mean, if I press the mobile volume button several times, the GetCurrentVolumePercentage node is not executing 100% time.

What do you mean with not executing?

Do you mean that the Success bool returns false?

Do you mean that the returned value didn’t change?

Not executing typically means the node exec output pin doesn’t fire, meaning node execution has stopped or failed, which is not possible with normal callable blueprints, only with macro’s and latent callable blueprints is this possible.

So, I filed bug report regarding sound volume node on Android: Retrieving sound volume on Android - Mobile - Unreal Engine Forums

According to the devs: “The volume is not a float. It is an int from 0 (off) to 15 (max).” And it seems that the node outputs a float.

Could you please fix it for 4.12.5 (and provide pre-built update, since it might take forever for Epic to update it on marketplace) ?

Thanks

It divides the integer by 100.0, which causes it to have a value from 0.0 to 1.0. It is expected to return a float.

Although it might be better if it returned an integer, it won’t make a difference in the workings of the blueprint. If it currently returns 0.15 instead of 1.0, it will also return 15 instead of 100 if I would change it to return an integer.

The fact that the result is divided by 100.0 doesn’t mean the weird bug is caused by the blueprint.

Edit: Ow, I missed the part that the max is supposedly 15. That is weird, because in the code it says the max is 100. I’ll fix it asap haha :stuck_out_tongue:

This does mean there is a mistake in the internal code commenting, which can also cause bugs to other developers.

In the AndroidMisc.h it says this:

As you can see, it says it returns 0 to 100, not 0 to 15.

Maybe it’s useful if Epic also knows about this so they can fix it.

Hmm… If you check this post on AnswerHub, Epic does it differently: [Gear VR] How to do the required volume UI? - Programming & Scripting - Unreal Engine Forums

Maybe engine’s function is broken and there is no way to get sound volume on Android purely from engine’s C++ code ?

That is outdated, that was the fix before they put a slightly different fix in the engine.

Anyway, I’ve fixed the bug in the Get System Volume blueprint.

I’ve also renamed the blueprint slightly, I’ve removed the “Current” from the blueprint’s name, because it wasn’t making the blueprint easier to understand. Every instance of the blueprint will automatically have the new name.

Lastly, I’ve added another blueprint called “Get Android Volume”, in case you just want the 0-15 volume value.
The downside of this blueprint is that it will only ever work on Android, whereas the Get System Volume blueprint can potentially also work on other systems in the future.
If you only care about getting the volume on Android then it doesn’t matter much that the Get Android Volume blueprint will never work on other systems, so you might as well use the Get Android Volume blueprint then.

Thanks a bunch! At this point I am going to use Get Android Volume, since Android is the only platform the app will be running on (I don’t think it will be ported anywhere else, but if it will, I’ll just add Get System Volume node).

Do you think you could upload pre-built binary for 4.12.5 for this release? (at least I could test it today after work instead of waiting till next week for Marketplace update :o )

I have no idea how to pre-build the binaries, I’ll try something, maybe I’ll get something working.

Aye, thanks. If not, it’s no problem then. I’ll just wait for Marketplace update.

I think I got something working: https://dl.dropboxusercontent.com/u/7174774/shares/other/LowEntryExtStdLib_4-12-5_2016-08-29.zip

I could only build for win32, win64 and android though, so I hope that will be enough, otherwise you’ll have to wait a day or two for Epic to build the binaries.

Should be plenty, thanks :slight_smile: I’ll test it later today.

@

That was fast - Epic updated the plugin already!

It seems to be working fine as far as getting Android’s values:

int (pink’ish) is actual value straight from the node and blue is normalized value.

If you look at the progress bar (and I bet it doesn’t work properly because it’s based on alpha value using “if” node in the material), you’ll see it advances fast at first (when volume is being increased) and then it slows down and grows more gradually. So the problem is that I can’t hear any sound until the bar reaches that tipping point (by then value in pink is already 6 or 7). It has nothing to do with your plugin. Probably either Android playing tricks on me (or my phone) or something has to do with Oculus Mobile SDK and UE4 (or maybe not even).

Anyhow, thanks a bunch!

Yeah Epic has gotten a lot faster with publishing updates, it’s such a difference between now and a couple months ago, really awesome.

Anyway, is the in-game sound perhaps just to low? With in-game sound I mean the volume of the sound assets and the volume of the sound classes. Maybe if you increase the volume of the sound class that your sounds are using it will be audible at a lower system volume.

@

Any ETA on update for 4.13 ? :slight_smile: