Announcement

Collapse
No announcement yet.

[Code Plugin] Feedback Event Factory

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    [SUPPORT] [Code Plugin] Feedback Event Factory



    A Feedback Event Factory is perfect for editing, spawning and managing the following:
    1. Particle Systems
    2. Sounds
    3. Force Feedback
    4. Camera Shakes
    5. Animations
    6. Time Dilation
    7. AI Notifications
    8. and more...
    ...all within a single Blueprint! Speed up your development process, reduce code complexity and never forget to give the player what they deserve again.
    Last edited by Ryan Darcey; 09-06-2019, 09:35 AM.
    Check out my ★★★★★ UE4 plugin if you want to go fast!
    • Feedback Event Factory: Perfect for managing sounds, particle systems, force feedback, camera shakes, time dilation, animations & more...all within a single Blueprint!

    #2
    This is amazing! Thank you

    Comment


      #3
      Originally posted by Diegojansen7 View Post
      This is amazing! Thank you
      THANK YOU! Appreciate it
      Check out my ★★★★★ UE4 plugin if you want to go fast!
      • Feedback Event Factory: Perfect for managing sounds, particle systems, force feedback, camera shakes, time dilation, animations & more...all within a single Blueprint!

      Comment


        #4
        A new build for 4.20 is now available! It contains these updates, among other small tweaks/optimizations under the hood.

        - add support for "stopEventDestroyDelay" on actors spawned from factory
        - add "startTime" option for head/loop/tail audio cues
        - implemented HasActiveEvents, PlayEvents & StopEvents as BlueprintNativeEvent functions so developers can add custom feedback events for their projects
        - add support for stopping looping camera shakes in StopEvents
        Check out my ★★★★★ UE4 plugin if you want to go fast!
        • Feedback Event Factory: Perfect for managing sounds, particle systems, force feedback, camera shakes, time dilation, animations & more...all within a single Blueprint!

        Comment


          #5
          New build for 4.21 is now live!
          Check out my ★★★★★ UE4 plugin if you want to go fast!
          • Feedback Event Factory: Perfect for managing sounds, particle systems, force feedback, camera shakes, time dilation, animations & more...all within a single Blueprint!

          Comment


            #6
            4.22 is now live with new features!

            - Added support for holding time dilation until StopEvents is called and then specify new curve for easing out
            - Added support for time dilation ignoring entire actor classes and specific actors
            - Updated variable names to follow Epic coding standards (i.e. no camelCase)
            Check out my ★★★★★ UE4 plugin if you want to go fast!
            • Feedback Event Factory: Perfect for managing sounds, particle systems, force feedback, camera shakes, time dilation, animations & more...all within a single Blueprint!

            Comment


              #7
              Thank you Ryan!

              Comment


                #8
                I select FET All but i only see it on owner. Just to clarify im using the Spawn Feedback Event Factory function. if i place it in lvl and play it it works fine.
                Last edited by bok!; 04-29-2019, 11:07 PM.

                Comment


                  #9
                  Originally posted by bok! View Post
                  I select FET All but i only see it on owner. Just to clarify im using the Spawn Feedback Event Factory function. if i place it in lvl and play it it works fine.
                  TLDR; For general networking optimization reasons, you must manually replicate the spawning of every Feedback Event Factory just like you would manually replicate the spawning of a particle effect or sound effect.


                  Hey, bok! The "FET_All" setting simply means that the event has no filter and will play for ALL clients that spawn the Feedback Event Factory.

                  As a different example, if you chose "FET_Owner", the event would only play for the owner assigned to it, even if you spawn the Feedback Event Factory on all clients.

                  The most common use case for stuff like this is when you have one effect you want to play in first person for the owner and then a separate effect to play for everyone else (e.g. a muzzle flash effect that has a lot of detail in first person with non-spatialized audio, and then a different less detailed effect with spatialized audio).

                  Hopefully that makes sense. This is a more advanced feature that I typically use when fine tuning effects for 1st person (Owner) versus 3rd person (NonOwner).
                  Check out my ★★★★★ UE4 plugin if you want to go fast!
                  • Feedback Event Factory: Perfect for managing sounds, particle systems, force feedback, camera shakes, time dilation, animations & more...all within a single Blueprint!

                  Comment


                    #10
                    Thanks for quick reply makes sense and I got it working.

                    Comment


                      #11
                      Can you also asign a Camera Shake to a CineCameraActor inside of the Sequencer?
                      I am trying to find a solution for this problem demonstrating in this short video:
                      https://youtu.be/yfAqzsVxX-0


                      Comment


                        #12
                        Originally posted by remozseo View Post
                        Can you also asign a Camera Shake to a CineCameraActor inside of the Sequencer?
                        I am trying to find a solution for this problem demonstrating in this short video:
                        https://youtu.be/yfAqzsVxX-0

                        Followed up on Twitter w/ your question, but just to keep info in one spot...

                        I actually don't have tons of experience working with sequencers and my Feedback Event Factory plugin doesn't explicitly interface with them. I think your issue is related to basic camera shake support and I suggest reading up more on that topic
                        Check out my ★★★★★ UE4 plugin if you want to go fast!
                        • Feedback Event Factory: Perfect for managing sounds, particle systems, force feedback, camera shakes, time dilation, animations & more...all within a single Blueprint!

                        Comment


                          #13
                          The 4.23 update is now live!

                          This includes a significant optimization pass that opens up new "Fast" spawn variants. The TLDR is that these new "Fast" variants don't spawn a new Feedback Event Factory actor; they just spawn the events associated with the factory and populate a struct handle (FActiveFactoryInfo) with information about the newly spawned events.

                          I did my best to ensure that there would be minimal work required to upgrade to this new version, but please note that this update may require some changes to your project. Specifically, info about active events (e.g. audio components, particle system components, etc.) now live in a FActiveFactoryInfo struct on the Feedback Event Factory rather than directly on the Feedback Event Factory actor itself.

                          More details on how to simply spawn these "Fast" variants can be found here:

                          https://www.masonicstudios.com/feedbackeventfactory
                          Check out my ★★★★★ UE4 plugin if you want to go fast!
                          • Feedback Event Factory: Perfect for managing sounds, particle systems, force feedback, camera shakes, time dilation, animations & more...all within a single Blueprint!

                          Comment

                          Working...
                          X