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[Code Plugin] Feedback Event Factory

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    [SUPPORT] [Code Plugin] Feedback Event Factory


    Click image for larger version  Name:	MasonicStudiosLLC_FEF.png Views:	1 Size:	22.4 KB ID:	1408059
    PURCHASE ON THE MARKETPLACE HERE.

    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.
    Define a new Feedback Event Factory...
    Click image for larger version  Name:	FeedbackEventFactory.png Views:	1 Size:	93.3 KB ID:	1407852


    ...and replace individual event calls...
    Click image for larger version  Name:	NonFEFBlueprintSpawn.png Views:	3 Size:	259.7 KB ID:	1407758



    ...with a single Feedback Event Factory!
    Click image for larger version  Name:	FEFBlueprintSpawn.png Views:	2 Size:	179.4 KB ID:	1407759
    Last edited by Ryan Darcey; 02-23-2018, 11:29 PM.
    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

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