Wiki Code Tutorials

[=TAN_;228147]
Wow :smiley: Now that is creative :smiley:
[/]

Hee hee!

Glad you liked!

Custom Handcrafted Math Curves in C++ for !
https://wiki.unrealengine./Curves,_Create_Custom_Cubic_Curves_In_Editor_For_Use_In_Code

Link to PhysX 3.3 Source Code For All UE4 Devs

Iā€™ve updated my PhysX Wiki to include the direct link to the PhysX entire source code!

As a UE4 developer, you now have access to the entire PhysX C++ source code!

** Wiki, Integrating PhysX Code into Your Project**
https://wiki.unrealengine./PhysX,_Integrating_PhysX_Code_into_Your_Project#PhysX_3.3_Source_Code_For_UE4_Developers

Garbage Collection and Dynamic Memory Allocation

In wiki I show you how you can prevent your runtime-spawned UObjects from getting garbage collected prematurely!

includes things like spawned emitters / Particle System Components, decals, and your own custom UObject systems!

I also go over how to allocate memory yourself and also free it, so you can do your own memory management.

Enjoy!

Garbage Collection and Dynamic Memory Management
https://wiki.unrealengine./Garbage_Collection_%26_Dynamic_Memory_Allocation

Creating Custom Level Blueprints in C++

Hereā€™s a wiki on how you can make your own C++ Level Blueprints so that you can easily store and access variable data for levels in C++!

You can also make your own functions specifically for your game, that your level designers can then use, that are backed by the power of C++!

Creating Custom Level Blueprints in C++
https://wiki.unrealengine./Solus_C%2B%2B_Tutorials#Solus_C.2B.2B_Tutorial:_Creating_Custom_Level_Blueprints_in_C.2B.2B

e Custom Console Commands in C++ to be implemented in Blueprints!

Empower your whole team to make their own console commands in Blueprints!

https://wiki.unrealengine./Solus_C%2B%2B_Tutorials#How_to_Make_Custom_BP-Defined_Console_Commands

I originally designed at the request of Hourences for use in Solus!

Enjoy!

[FONT=Comic Sans MS]USTRUCTS, UE4 C++ Structs

UE4 C++ Structs

https://wiki.unrealengine./Structs,_USTRUCTS(),_UE4_C%2B%2B_Structs

[FONT=Comic Sans MS]I love UStructs!

:slight_smile:

New Wiki Section, Getting Nav Polys!

Iā€™ve added a section showing you how to get the Nav Polys, the actual individual units of the nav mesh system, so you can do completely custom calculations like I do in video below!

https://youtube./watch?v=sMMSQdnyt6o

Wiki: Custom UE4 C++ AI Coding
https://wiki.unrealengine./AI_Navigation_in_C%2B%2B,_Customize_Path_Following_Every_Tick#How_to_Get_All_UE4_Navigation_Polys

Enjoy!

Added a second tutorial, how to get the screen-size of any actor :slight_smile: Useful for scaling widgets like the image below:

Get Screen-Size Bounds of An Actor
https://wiki.unrealengine./Get_Screen-Size_Bounds_of_An_Actor

Hope it helps people!

@anonymous_user_9c39f750 Jamsh

Thanks for your awesome wiki contribution, wohooo! Really useful!


**Use C++ Operator New Instead of Malloc**

Using Malloc does not initialize the Vtable! So virtual functions will crash!

I recommend that you use C++ operator **new** to get around , which both

a. calls the constructor of the data type
b. properly initializes the VTable (virtual function table)


I updated my wiki with information

**UE4 Dynamic Memory Management**
https://wiki.unrealengine./Garbage_Collection_%26_Dynamic_Memory_Allocation#Every_New_Must_Have_a_Delete

ā™„

Dear Community,

I recently wrote a wiki on how to add to the UE4 C++ AI path following system, to add in custom pathing coding!

UE4 Wiki Link: Writing Custom C++ AI Code
https://wiki.unrealengine./AI_Navigation_in_C%2B%2B,_Customize_Path_Following_Every_Tick

Well I now have my best demo yet of the effectiveness of coding structure!

I prove to you in the video that I am using just multi-threaded C++ to dynamically calculate AI Jump paths for my AI units to follow the player through many complex jumping sequences!

  1. I am using just C++ coding, no helpers in the editor!

2.** In thread I share my own UE4 C++ code with you** for how to get all the nav polys, the actual portions of the nav mesh so that you can do your own fancy custom UE4 C++ AI pathing code!

  1. In thread I also show you how I know when the UE4 pathing system canā€™t find a way to the player without doing jumps!

**Video: 's Multi-Threaded C++ AI Jump Pathing**

https://youtube./watch?v=sMMSQdnyt6o

Once again, I am doing all the jumping calculations **dynamically via C++** using the nav areas and my custom path following component!

Mult-Threaded

The code I use in video is multi-threaded using the UE4 C++ Task Graph system:

UE4 Wiki Link: UE4 Multi-threading
https://wiki.unrealengine./Multi-Threading:_Task_Graph_System


**C++ Code For You**

I inject my custom AI jump pathing code in way:



```


/*
        Custom UE4 C++ AI Path Follow Component

	By

*/

#pragma once

//Super
#include "Navigation/PathFollowingComponent.h"		

UCLASS() 
class UJoyPathFollowComp :  UPathFollowingComponent
{
	GENERATED_BODY()
:
	UJoyPathFollowComp(const FObjectInitializer& ObjectInitializer);

/** follow current path segment */
virtual void FollowPathSegment(float DeltaTime) override;

};


```





```


void UJoyPathFollowComp::FollowPathSegment(float DeltaTime)
{
	//Pointer Safety Checks
	if (MovementComp == NULL || !Path.IsValid())
	{
		return;
	}
	//~~~~~~~~~~~~~~~~~~~~~~~~~
	 
	
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~
	//Use Jump/Fall Pathing?
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~
	if(Path->IsPartial()) //AI could not reach player, try using jump pathing!
	{
                //I send out instructions to my custom character class here
		JoyChar->ReceiveJumpFallPathingRequest();
	
		return;
		//~~~
	}
	
	
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	//Proceed normally (no jump pathing)
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	Super::FollowPathSegment(DeltaTime);
}


```



Explanation

FollowPathSegment is the UE4 Path Follow tick function, and so when you want to add completely custom coding you can use function as your starting point to adjust normal UE4 pathing behavior!

Path is Partial

The way I tell whether I need to try using custom jump pathing code is whether or not the UE4 Pathing system has detected a partial path!

Then my AI jump code runs and teaches the AI to get to the player using C++ calculated Jumps!



if(Path->IsPartial()) //AI could not reach player, try using jump pathing!



**How to Get all the UE4 Nav Polys**

In the video above you will see I get all the UE4 Nav Polys in order to do all my C++ AI Jump calculations!

Here's the function I wrote to do , just for you!



```


**//  UE4 C++ AI Code for you!
//     add to your custom path follow component!**

**//Nav Data **
FORCEINLINE const ANavigationData* **GetMainNavData**(FNavigationSystem::ECreateIfEmpty CreateNewIfNoneFound)
{
	UNavigationSystem* NavSys = GetWorld()->GetNavigationSystem();
	if(!NavSys) return NULL; 
	return NavSys->GetMainNavData(CreateNewIfNoneFound);
}

**//Choose Which Nav Data To Use**
FORCEINLINE const ANavigationData* **JoyGetNavData()** const
{
        if(!MovementComp)
        {
              return GetMainNavData();
        }

	const FNavAgentProperties& AgentProperties = MovementComp->GetNavAgentPropertiesRef() ;
	const ANavigationData* NavData = GetNavDataForProps(AgentProperties) ;
	if (NavData == NULL)
	{
		VSCREENMSG("ERROR USING  NAV DATA"); 
		NavData = GetMainNavData();
	}
		   
	return NavData;
}

//VERY IMPORTANT FOR CRASH PROTECTION !!!!!
FORCEINLINE bool **TileIsValid**(const ARecastNavMesh* NavMesh,int32 TileIndex) const
{
	if(!NavMesh) return false;
	//~~~~~~~~~~~~~~
	const FBox TileBounds = NavMesh->GetNavMeshTileBounds(TileIndex);
	
	return TileBounds.IsValid != 0;
}


bool **NavPoly_GetAllPolys**(TArray<NavNodeRef>& Polys);


```





```


**//'s UE4 Nav code to get all the nav polys!**

bool UJoyPathFollowComp::****NavPoly_GetAllPolys****(TArray<NavNodeRef>& Polys)
{
	if(!MovementComp) return false;
	//~~~~~~~~~~~~~~~~~~
	
	//Get Nav Data
	const ANavigationData* NavData = JoyGetNavData();
	 
	const ARecastNavMesh* NavMesh = Cast<ARecastNavMesh>(NavData);
	if(!NavMesh)
	{
		return false;
	}
	
	TArray<FNavPoly> EachPolys;
	for(int32 v = 0; v < NavMesh->GetNavMeshTilesCount(); v++)
	{
		
                //CHECK IS VALID FIRST OR WILL CRASH!!! 
               //     256 entries but only few are valid!
               // using continue in case the valid polys are not stored sequentially!
		if(****!TileIsValid****(NavMesh,v)) 
                {
                    continue;
		}	
	
		NavMesh->GetPolysInTile(v,EachPolys);
	}	
	  
	
	//Add them all!
	for(int32 v = 0; v < EachPolys.Num(); v++)
	{
		Polys.Add(EachPolys[v].Ref);
	}
}


```



Enjoy!

Have fun writing custom UE4 AI C++ code and getting all the nav polys so you can truly do whatever you want with UE4ā€™s awesome navigation system!

https://www.mediafire./convkey/a416/xh2a0w6qocsc9xb6g.jpg

**New Wiki Section

Shorthand Forward Declaration**

I added a new section and also polished up my Forward Declaration Wiki!

Forward Declaration ~ Shorthand Forward Declaration
https://wiki.unrealengine./Forward_Declarations#Shorthand_Forward_Declaration

:slight_smile:

Just added another tutorial of my own, Spawning different Pawns for different Players in Multiplayer!

https://wiki.unrealengine./Spawn_Different_Pawns_For_Players_in_Multiplayer

Hope helps people :slight_smile:

[=;265933]
Just added another tutorial of my own, Spawning different Pawns for different Players in Multiplayer!

https://wiki.unrealengine./Spawn_Different_Pawns_For_Players_in_Multiplayer

Hope helps people :slight_smile:
[/]

Thanks for sharing !

:slight_smile:

Tutorial: How to use UPhysicsConstraintComponent inside OnConstruction(FTransform) override function

I wanted to try contributing to the wiki with a tutorial. I noticed that had already made an article here in regards to Physics Constraint Components and creating them dynamically. All I wanted to do is to just extend that article, so it also touches on ObjectInitializer, why we shouldnā€™t initialize physics constraint components in OnConstruction(Transform) function (which I really donā€™t know), and other ways to dynamically create physics constraint components.

If I editā€™s article, it will easily get reverted because I do not have a polished code at the moment. Therefore, I will be posting my extension here, and hopefully someone could give me tips. Feedback is welcomed.

[HR][/HR]

I wanted to be able to spawn actors and constrain the actors in a given space like a chain or a line from my base class to the end. I know that to spawn actors, I need to call on SpawnActor() any function that is not going to be called in the constructor. However, I am having trouble with the UPhysicsConstraintComponent where it would fail to be created when I call on CreateDefaultSubobject() in the OnConstruction(Transform) override function of my base class. The only thing I know that will allow me to set UPhysicsConstraintComponent successfully is by initializing it in the constructor.

I did another alternate method where I would store three TArrays in the base class, with each of them representing the subclass, physics constraint component, and the constraint names. The following code is placed in the base classā€™ header file. I use APawn because, frankly, everything is in APawn.



UCLASS()
class TUTORIAL_API ABaseClass :  APawn
{
	GENERATED_BODY()
:
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=CustomProperties) TArray<ASubClass*> SubClassArray;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=CustomProperties) TArray<UPhysicsConstraintComponent*> PhysicsConstraintArray;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=CustomProperties) TArray<FName> ConstraintNameArray;
	...
	...
}


Then to initialize the arrays, first you need to create the following components for the PhysicsConstraintArray and the ConstraintNameArray.



ABaseClass::ABaseClass(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
	for (int32 i = 0; i < 4; i++){
		//Names
		FString Name = "Frame_" + FString::FromInt(i);
		->ConstraintNameArray.Push(FName(*Name));

		//Physics Constraints
		UPhysicsConstraintComponent* PhysicsConstraint = ObjectInitializer.CreateDefaultSubobject<UPhysicsConstraintComponent>(, ->ConstraintNameArray*);
		PhysicsConstraint->SetWorldLocation(->GetActorLocation());
		->PhysicsConstraintArray.Push(PhysicsConstraint);
	}
	
	...
	...
}


Then in the OnConstruction(Transform) override function, you would then start initializing the subclass array. Note that the ConstraintNameArray.Num() is then used as an array size counter, so you donā€™t have to define constants here and there.



void ABaseClass::OnConstruction(const FTransform& Transform){
	Super::OnConstruction(Transform);

	//First loop needs initial values passed in, so successive calls can then be swapped for last initialized actors.
	FVector Height(0.0f, 0.0f, 100.0f); //How high from the initial world origin. Since the default floor mesh in a blank level is 80 UE4 units high, I set it to 100.
	FActorSpawnParameters Params;
	Params.Owner = ; //Setting the owner as the base class. When spawning actors, actors will have the owner as their parents.
	USceneComponent* Scene = ->GetRootComponent();
	UPrimitiveComponent* Primitive = ->BoxCollider;

	//Initializing Subclass array.
	for (int32 i = 0; i < ConstraintNameArray.Num(); i++){
		ASubClass* Class = ->GetWorld()->SpawnActor<ASubClass>(ASubClass::StaticClass(), Height, ->GetActorRotation(), Params);
		Class->BoxCollider->AttachTo(Params.Owner->GetRootComponent());
		
		//Set whatever constraining limits you need here
		UPhysicsConstraintComponent* Physics = ->PhysicsConstraintArray*;
		Physics->AttachTo(Scene, NAME_None, EAttachLocation::KeepWorldPosition);
		Physics->SetConstrainedComponents(Primitive, NAME_None, Class->BoxCollider, NAME_None);
		Physics->SetAngularSwing1Limit(EAngularConstraintMotion::ACM_Locked, 0.0f);
		Physics->SetAngularSwing2Limit(EAngularConstraintMotion::ACM_Locked, 0.0f);
		Physics->SetAngularTwistLimit(EAngularConstraintMotion::ACM_Locked, 0.0f);
		
		//Prepare for next iteration.
		Params = {};
		Params.Owner = Class;
		Scene = Class->GetRootComponent();
		Primitive = Class->BoxCollider;
	}
	
	...
	...
}


That is all.

Hi All,

I just created a tutorial on making an editor module https://wiki.unrealengine./Creating_an_Editor_Module. I hope someone finds it useful!

is my first tutorial so let me know if there is anything I should be doing differently in terms of style.

Iā€™ve got another one coming up on component visualizers and then maybe one on custom editor modes if Iā€™ve still got the energy.

Hi All Again,

As promised Iā€™ve made another tutorial on using component visualizers: https://wiki.unrealengine./Component_Visualizers. Please feel free to give me some feedback on it!

These are awesome! Nice work :slight_smile:

New Tutorial, how to clear UMG Widgets between opening/closing levels.

Note: is probably a workaround for a bug. I would Submit a Pull Request, but Iā€™m not sure how!

https://wiki.unrealengine./Clear_Widgets_When_Switching_Levels

**New Wiki

How to Use a Custom Skeletal Mesh Component Class with your ACharacter Extending Class!**
https://wiki.unrealengine./Custom_Character_Mesh_Class

In tutorial I show you how you can easily change your ACharacter class to use a custom USkeletalMeshComponent at any time during your projectā€™s development cycle!

No custom APawn class tree required! Just a simple change to your ACharacter constructor!

Class and Line Number for your Screen and Log Messages!

Dear Community,

I am giving you easy-to-use pre-processor commands to get a UE4 String that tells you the Class Name, Function Name, and Line Number of the calling code!

Logs, Printing the Class Name, Function Name, and Line Number of your Calling Code!
https://wiki.unrealengine./Logs,_Printing_the_Class_Name,_Function_Name,_Line_Number_of_your_Calling_Code!#My_C.2B.2B_Code_For_You


**Pics**

![a51b4eb12a773cd47ef504c3015401ed5a1222f7.jpeg|1280x960](upload://nyBhSL7AeJYRaiuAA8hU6eu26hN.jpeg)

After you get my .h file below, the code for the above picture is !



```


//~~~ Tick ~~~
void AEVCoreDefense::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
	//~~~~~~~~~~~~~

	VSCREENMSG("Got Here!");  //Class and line number get printed for you! ā™„ 
}


```



UE_LOG Versions

Iā€™ve also added several macros to support adding class and line number information to UE_LOG messages!



//will print the class and line number along with the character name!
V_LOG2(YourLogCat, "Hit Character Name is",Hit.GetActor()->GetName());



**Code**

**Here is the entire file you can #include in your code base!**

I made a file called JoyCurrentClassFuncLine.h

So you would then do somewhere at the top of one of your core classes:



```


// Joy Class Func Line
**#include "JoyCurrentClassFuncLine.h"**


```





```


/*
	Joy String 
		Current Class, File, and Line Number!
			by
 
	PreProcessor commands to get 
		a. Class name
		b. Function Name
		c. Line number 
		d. Function Signature (including parameters)
 
	Gives you a UE4 FString anywhere in your code that these macros are used!
 
	Ex: 
		You can use JOYSTR_CUR_CLASS anywhere to get a UE4 FString back telling you 
		what the current class is where you called macro!
 
	Ex:
		macro prints the class and line along with the message of your choosing!
		VSCREENMSG("Have fun today!");
	<3 
*/
#pragma once
 
//Current Class Name + Function Name where is called!
#define JOYSTR_CUR_CLASS_FUNC (FString(__FUNCTION__))
 
//Current Class where is called!
#define JOYSTR_CUR_CLASS (FString(__FUNCTION__).Left(FString(__FUNCTION__).Find(TEXT(":"))) )
 
//Current Function Name where is called!
#define JOYSTR_CUR_FUNC (FString(__FUNCTION__).Right(FString(__FUNCTION__).Len() - FString(__FUNCTION__).Find(TEXT("::")) - 2 ))
 
//Current Line Number in the code where is called!
#define JOYSTR_CUR_LINE  (FString::FromInt(__LINE__))
 
//Current Class and Line Number where is called!
#define JOYSTR_CUR_CLASS_LINE (JOYSTR_CUR_CLASS + "(" + JOYSTR_CUR_LINE + ")")
 
//Current Function Signature where is called!
#define JOYSTR_CUR_FUNCSIG (FString(__FUNCSIG__))
 
 
//Victory Screen Message
// 	Gives you the Class name and exact line number where you print a message to yourself!
#define VSCREENMSG(Param1) (GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, *(JOYSTR_CUR_CLASS_LINE + ": " + Param1)) )
 
#define VSCREENMSG2(Param1,Param2) (GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, *(JOYSTR_CUR_CLASS_LINE + ": " + Param1 + " " + Param2)) )
 
#define VSCREENMSGF(Param1,Param2) (GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, *(JOYSTR_CUR_CLASS_LINE + ": " + Param1 + " " + FString::SanitizeFloat(Param2))) )
 
//UE LOG!
#define V_LOG(LogCat, Param1) 		UE_LOG(LogCat,Warning,TEXT("%s: %s"), *JOYSTR_CUR_CLASS_LINE, *FString(Param1))
 
#define V_LOG2(LogCat, Param1,Param2) 	UE_LOG(LogCat,Warning,TEXT("%s: %s %s"), *JOYSTR_CUR_CLASS_LINE, *FString(Param1),*FString(Param2))
 
#define V_LOGF(LogCat, Param1,Param2) 	UE_LOG(LogCat,Warning,TEXT("%s: %s %f"), *JOYSTR_CUR_CLASS_LINE, *FString(Param1),Param2)
 
#define V_LOGM(LogCat, FormatString , ...) UE_LOG(LogCat,Warning,TEXT("%s: %s"), 	*JOYSTR_CUR_CLASS_LINE, *FString::Printf(TEXT(FormatString), ##__VA_ARGS__ ) )


```



Enjoy!

:)