Low Entry Plugins

Because the Extended Standard Library is free, I’ve made the source public.

http://internal…com:5000/Applications/Plugins/UE4/ExtendedStandardLibrary

You can download it and put it in your project (in your project folder, create a folder called Plugins and put the plugin in there, then “Generate Visual Studio project files” of your project’s .uproject file and compile your project).

Had a closer look at your ByteDataReader/Writer class and You are correct, reading and writing of all types of complete arrays are supported in there out of the box ! Wrote a small test and performance wise it is good ! Thanks !

I have noticed that I can read pretty much anything with a start-point and a length (index, length), but I have not found/seen a way to do the same for writing. I cannot place the cursor in the byte array/stream where I would like (like at the beginning or at position x, or even at the end). So right now the writing is always sequential (so also for files via the File Manager plugin).

Is this correct ? So, if I need to modify one value in a (binary) file (an int value at position x for instance), I need to rewrite all that is in there (even if I might not have all params in that file at that moment in Gaming), and rewrite it completely to disk? So, I’m kind of forced to use the Jackson plugin to do modifiable data (in a file)? Is this correct or am I missing something ?

Cheers,

geert

You could use splitBytes or bytesSubArray and then merge it back together with mergeBytes.

So, if you for example have ABCDEF and you want to insert 123 after the C, you split ABCDEF into ABC and DEF and then merge ABC + 123 + DEF back together to form ABC123DEF.

YES ! OK, it is a little bit different from traditional stream manipulation, but it has to work (and it works, just tested it !) in BP as well, and it looks perfect !!!

Low Entry, the more I play with all your plugins (the pieces just fit in one another like Lego bricks), the more I discover what a fantastic job you did AND the better one starts to understand how much effort and thought must have gone in creating these ! You literally saved me months of work ! Thanks for that ! The questions I asked where not always the easiest ones, but so far all already had a working solution build in !

I have bought close to hundred assets from the marketplace so far and your plugins are absolute on number one by far (I will give all of them a well deserved 5 starts after posting this !) ! Not that the others assets are not great, as a matter of fact, the level of quality of pretty much all I bought so far in the marketplace is high (except for a couple) !

But, what you offer with these BP’s are the missing pieces to make BP a truly usable programming language. Personally, I think the people of Epic should offer you a bag of money to buy these from you and integrate them as standard assets ! In a time of “the internet of things”, socket communication should be standard, period ! Luckily for us, you are so kind to offer these at really affordable prices !

For those reading this on a really tiny budget, buy the socket connections plugin first (preferably together with the encryption plugin), it opens the world to all other options (you can make your own account or update server to verify if someone bought your game, but you also al the sudden get access to databases as well ! Or you can create dynamic in game advertising, or …, or …, or …) !

I think I have now what I need, to do the coding in both BP and Java and most likely, if nothing fails, I will not be around for a while here.
So, good luck with the plugins, the game and the business and thanks for the patience and the hard work !

Cheers,

Geert

Thanks that worked! Really nice job!

Many many thanks Geert, it means a lot :smiley:

Epic has fixed it.

Their reply: “We’ve restaged the 4.9 version of your plugin and it seems to have gone through on our end. Please let us know if this one gives you any more trouble!”

I’ve also tested it and it indeed works for 4.9 now as well.

Kudos to Epic for fixing it so quickly.

It’s a very nice plugin!

Is there a chance you could add Android sound volume value to be exposed to BP ? In mobile VR (Gear VR in particular), there is a necessity to get volume value to make volume UI and currently there is no way of doing that. Sames goes for battery and temperature.

I don’t think you can get or set the sound value of the device. You can create a Sound Class and get/set the sound volume of that, this is how I change the volume in my game. You can create multiple Sound Classes, for example one for background music, one for sound effects, etc.

You can (with C++) retrieve the battery charge and temperature of an Android device, so I’ll add blueprints for this.

I found this, and it doesn’t sound like Epic is going to officially implement this any time soon (or maybe they will, who knows):

Do you think you can implement this?

w00t!!! I am looking into purchasing this plugin after seeing that :o

The blueprints are done. They can be found in the LE Extended Standard Library, which is free by the way.

It will probably take a couple of days before the Marketplace version is updated. If you’re in a hurry, you could download the source and compile it yourself.

Oh nice!

And Android sound volume too?

If you mean the blueprints to change the volume of Sound Classes with, then yes, they were already in that plugin.

I have not added anything sound or VR related in the last update.

No no, I meant stuff from the link I posted for you, this: [Gear VR] How to do the required volume UI? - Programming & Scripting - Epic Developer Community Forums

Could you please add that to your plugin ?

Ah, I thought that was impossible at first, because the link shows changes to the engine’s source.

Later I noticed the engine changes were included in 4.10, and so I could actually make a blueprint for this.

I’ll add it asap.

Edit: The blueprint has been made.

Ahhh, thanks a bunch!

Is it already updated on the Marketplace?

No, it will probably take some time.

You could use the source code, which is as up-to-date as possible, just follow the instructions on the LE Extended Standard Library page (I’ve posted a comment on there about how to use the plugin source).

Sorry, I don’t really want to mess with building anything (I’m really limited with my game dev time due to my day job and life circumstances). I’ll just wait for binary build :o

I’m really loving the functionality of this. Is there any way you could extend some of the animation functionality like checking if an animation is done or if an animation is almost done? I’d really like to have more control over animations in blueprints without having to enter the animbp. Is this possible at all?

Aren’t there already nodes for that?

Turn context sensitive off and look for:

  • Animation -> Get Length
  • Animation -> Get End Time
    etc.

Is that what you were looking for?