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    I accidentally updated before reading your patch notes. My project no longer works. Is there a place to get the pre-patched version AND/OR can I just rebuild my blueprint nodes?

    Thanks.

    Comment


      Originally posted by Ghoztt View Post
      I accidentally updated before reading your patch notes. My project no longer works. Is there a place to get the pre-patched version AND/OR can I just rebuild my blueprint nodes?

      Thanks.
      I'm not sure what changed because I don't own this plugin, but if the base class name changed in this plugin, try this.
      1. Open Project/Config/DefaultEngine.ini
      2. Add a line under [/Script/Engine.Engine] (or add that section if you don't have it):
      +ActiveClassRedirects=(OldClassName="OldClassNameHere", NewClassName="NewClassNameHere")
      Replace OldClassNameHere and NewClassNameHere, obviously.
      3. Save and reopen your project.
      George Rolfe.
      Technical Coordinator at Orbit Solutions Pty Ltd.

      Comment


        Originally posted by Ghoztt View Post
        I accidentally updated before reading your patch notes. My project no longer works. Is there a place to get the pre-patched version AND/OR can I just rebuild my blueprint nodes?

        Thanks.
        PM me your email; I send to you 1.4.2 version.
        But to use 1.4.2 you'll have to have Visual Studio installed with C++ compiler and uninstall plugin from Launcher!
        | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

        Comment


          When I try to install this with 4.18.3 I get 4.18.0 as the version of the engine avail. But when I install it I get another plugin entirely!

          {
          "FileVersion": 3,
          "Version": 1,
          "VersionName": "1.0",
          "FriendlyName": "ObjectPool",
          "Description": "Adds game ready pool for actors",
          "Category": "Optimization",
          "CreatedBy": "Jakub Karolik",
          "CreatedByURL": "",
          "DocsURL": "",
          "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/66efc9b030dc4fbe9523d72b06f43a79",
          "SupportURL": "mailto:karolikjakub@gmail.com",
          "EngineVersion": "4.18.0",
          "CanContainContent": true,
          "Installed": true,
          "Modules": [
          {
          "Name": "ObjectPool",
          "Type": "Runtime",
          "LoadingPhase": "Default",
          "WhitelistPlatforms": [
          "Win64"
          ]
          }
          ]
          }

          Comment


            Originally posted by martin sweitzer View Post
            When I try to install this with 4.18.3 I get 4.18.0 as the version of the engine avail. But when I install it I get another plugin entirely!

            {
            "FileVersion": 3,
            "Version": 1,
            "VersionName": "1.0",
            "FriendlyName": "ObjectPool",
            "Description": "Adds game ready pool for actors",
            "Category": "Optimization",
            "CreatedBy": "Jakub Karolik",
            "CreatedByURL": "",
            "DocsURL": "",
            "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/66efc9b030dc4fbe9523d72b06f43a79",
            "SupportURL": "mailto:karolikjakub@gmail.com",
            "EngineVersion": "4.18.0",
            "CanContainContent": true,
            "Installed": true,
            "Modules": [
            {
            "Name": "ObjectPool",
            "Type": "Runtime",
            "LoadingPhase": "Default",
            "WhitelistPlatforms": [
            "Win64"
            ]
            }
            ]
            }
            I've never heard of an issue like this with Marketplace before.
            Are you still experiencing this?
            Did you contact EpicGames about this bug?
            | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

            Comment


              Originally posted by Dark Shift Productions View Post
              Hi Bruno. Loving the performance gains with your plugin but am encountering a very annoying and possibly detrimental bug.

              I essentially can't delete your "spawn actor from pool node" from my weapon blueprint class (4.17)

              Whenever I try and unplug the pool reference, it crashes unreal every time, so I basically can't remove the node and just have to unplug it and put it aside in my blueprint and duplicate a new one. Picture attached.

              Also, I couldn't figure out how to set many child classes for the node, so I just made a separate pool component with each child projectile template - Is this the correct workflow, or is there some way to avoid doing this? Finally, is there a way to set the velocity for when it bounces? Before I was dividing velocity by 5 but that isn't an exposed option for the pooled projectile parent class.

              Thanks!

              -DSP
              I had this issue, too. And it was probably the reason my project would not open after installing and updating the plugin to the latest version. Bruno provided me with the previous version which was working with my project and that resolved the issue of the project not opening but not the 'can't delete the 'spawn actor from pool node''. The latest update to the engine introduced a nasty crash every time I ran the game with the old version of the plugin parsing incorrectly.

              So, I finally went back to delete all references to the plugin and start afresh.

              The 'Spawn Actor from Pool Node' in Blueprint will not delete without crashing the project and editor. So, in order to delete it, I found this workaround:
              • Right-Click 'Spawn Actor from Pool' Node
              • Click Collapse to Function
              • Delete Newly Created Function in the My Blueprint Tab at the side
              Hope this helps anyone stuck with this issue.

              Comment


                I have not updated plugin to Unreal 4.19 yet!
                There's quite some work needed to make it compatible.

                ---

                Edit: Update with support for Unreal Engine 4.19 have been submitted for review.
                Last edited by BrUnO XaVIeR; 03-16-2018, 07:50 AM.
                | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                Comment


                  Hey guys total noob at this. Im trying to get this to work with a pre existing blueprint. A projectile. Is there a way someone can do a basic mock up of this along with get the velocity to work since it seems like it ignores the ProjectileMovement component.
                  Thanks again. Dave

                  Comment


                    Originally posted by metalman View Post
                    Hey guys total noob at this. Im trying to get this to work with a pre existing blueprint. A projectile. Is there a way someone can do a basic mock up of this along with get the velocity to work since it seems like it ignores the ProjectileMovement component.
                    Thanks again. Dave
                    If you look at demo project, there's a "pooled projectile" component to be used in place of Unreal's native projectile component.
                    This is because the native component is designed to be only used by bullets that will spawn and be destroyed, so a custom component there is necessary.
                    | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                    Comment


                      I got my hands on the update! Thanks

                      Would you consider fixing these UEdGraphNode::CreatePin compilation warnings? It's a 4.19 thing
                      Nothing criticial, it's just a lot of spam.

                      Code:
                      'UEdGraphNode: :CreatePin' : Use version that supplies Pin Category, SubCategory, and Name as an FName and uses PinContainerType instead of separate booleans for array , set, and map. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.

                      Comment


                        They changed too many things there.
                        Just to remove those warnings all custom nodes have to be completely remade, because the new API they are imposing will not work for the exposed on spawn properties, breaking the nodes entirely.

                        Eventually I will remake the custom nodes, but right now I can't do it.
                        | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                        Comment


                          Just Krishna Today I managed to reserve some time for this and I re made the custom spawn nodes to get rid of those annoying warnings on 4.19.

                          I have to test more in my project(s) to make sure "exposed on spawn" properties aren't broken, then tomorrow I submit files to Epic.
                          | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                          Comment


                            Many thanks. I'll grab a new version then

                            Comment


                              The update mentioned above is now live on Launcher/Marketplace.
                              | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                              Comment


                                Hey guys I have a pretty odd but right now. After the object pool shoots its orginal pool amount the spawn actors are returned to the pool. However the new projectiles that appear no long cause damage to my enemies. Im not sure what I did wrong. Any help would be massive

                                Comment

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