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    [RELEASED] Not Yet: Blueprint Console Commands

    Click image for larger version  Name:	first.png Views:	1 Size:	349.2 KB ID:	1600245
    Click image for larger version  Name:	second.png Views:	1 Size:	275.5 KB ID:	1600246
    Click image for larger version  Name:	third.png Views:	1 Size:	154.8 KB ID:	1600247

    This plugin allows you to automatically register some Blueprint functions as console commands.

    Features:
    • Easily auto register Blueprint functions as console commands from any actor

    Marketplace link: Here

    Current plugin version: 1.0
    Documentation: Here


    Example Project: 4.23 version or 4.22 version or 4.21 version or 4.20 version (must own the plugin to make it work)

    Additional Contact/Support:
    • Discord: HERE
    • Email: support at notyet.eu
    Last edited by vampy_ro; 07-02-2020, 03:56 AM.

    #2
    Hey, we released an update to version 2.0 with the following bug fixes and feature:

    - Fixed functions registration so that it applies all members of the inheritance hierarchy
    - If the NYConsoleExtension Component is applied to an actor that has multiple instances inside the level then the console command will be called on all of them
    - Add option to register custom functions names as console commands

    - Add option to register per instance console commands
    Video: https://streamable.com/4zl4p
    Click image for larger version  Name:	per_instance_checkmark.png Views:	1 Size:	10.2 KB ID:	1605909

    Check the wiki for more detailed explanation: https://gitlab.com/NotYetGames/NotYe...ion/wikis/home

    The update should already be up in the the epic launcher.

    Comment


      #3
      Plugin was updated for UE 4.23

      Comment


        #4
        Hey there vampy_ro,

        today I've got a Crash through the Plugin, here is the log from it:

        HTML Code:
        Unhandled exception
        
        UE4Editor_CoreUObject!UObjectBaseUtility::GetTypedOuter() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbaseutility.cpp:207]
        UE4Editor_NotYetConsoleExtension!<lambda_d6d613482a121c2f002c928ea8cb1033>::operator()() [d:\build\++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\notyetconsoleextension\source\notyetconsoleextension\private\nyconsoleextensioncomponent.cpp:143]
        UE4Editor_NotYetConsoleExtension!TBaseFunctorDelegateInstance<void __cdecl(TArray<FString,FDefaultAllocator> const &,UWorld *,FOutputDevice &),<lambda_d6d613482a121c2f002c928ea8cb1033> >::ExecuteIfSafe() [d:\rocketsync\4.22.0-5660361+++ue4+release-4.22\working\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:956]
        UE4Editor_Core!FConsoleCommandWithWorldArgsAndOutputDevice::Execute() [d:\build\++ue4\sync\engine\source\runtime\core\private\hal\consolemanager.cpp:767]
        UE4Editor_Core!FConsoleManager::ProcessUserConsoleInput() [d:\build\++ue4\sync\engine\source\runtime\core\private\hal\consolemanager.cpp:1189]
        UE4Editor_Engine!UEngine::Exec() [d:\build\++ue4\sync\engine\source\runtime\engine\private\unrealengine.cpp:4044]
        UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorserver.cpp:5714]
        UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:691]
        UE4Editor_Engine!UGameViewportClient::Exec() [d:\build\++ue4\sync\engine\source\runtime\engine\private\gameviewportclient.cpp:2665]
        UE4Editor_Engine!ULocalPlayer::Exec() [d:\build\++ue4\sync\engine\source\runtime\engine\private\localplayer.cpp:1463]
        UE4Editor_Engine!UPlayer::ConsoleCommand() [d:\build\++ue4\sync\engine\source\runtime\engine\private\player.cpp:51]
        UE4Editor_Engine!APlayerController::ConsoleCommand() [d:\build\++ue4\sync\engine\source\runtime\engine\private\playercontroller.cpp:392]
        UE4Editor_Engine!UConsole::ConsoleCommand() [d:\build\++ue4\sync\engine\source\runtime\engine\private\userinterface\console.cpp:545]
        UE4Editor_Engine!UConsole::InputKey_InputLine() [d:\build\++ue4\sync\engine\source\runtime\engine\private\userinterface\console.cpp:880]
        UE4Editor_Engine!UConsole::InputKey() [d:\build\++ue4\sync\engine\source\runtime\engine\private\userinterface\console.cpp:1295]
        UE4Editor_Engine!UGameViewportClient::InputKey() [d:\build\++ue4\sync\engine\source\runtime\engine\private\gameviewportclient.cpp:498]
        UE4Editor_Engine!FSceneViewport::OnKeyUp() [d:\build\++ue4\sync\engine\source\runtime\engine\private\slate\sceneviewport.cpp:992]
        UE4Editor_Slate!SViewport::OnKeyUp() [d:\build\++ue4\sync\engine\source\runtime\slate\private\widgets\sviewport.cpp:247]
        UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_99d96a844d20f5d549c2b134ee60b08c> >() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:271]
        UE4Editor_Slate!FSlateApplication::ProcessKeyUpEvent() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5201]
        UE4Editor_Slate!FSlateApplication::OnKeyUp() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5169]
        UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1757]
        UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2292]
        UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1522]
        UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:772]
        user32
        user32
        UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:130]
        UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3882]
        UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168]
        UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
        UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275]
        UE4Editor!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
        kernel32
        ntdll
        I hope it helps you to fix this potential crash problem. Cheers!

        Comment


          #5
          Hi, sorry about this, will look into it, thanks

          Comment


            #6
            I think I solved the problem, but I can't reproduce the crash, is the crash reproducible for you JimPhoenix ?

            Comment


              #7
              Originally posted by vampy_ro View Post
              I think I solved the problem, but I can't reproduce the crash, is the crash reproducible for you JimPhoenix ?
              I will try to repro this crash tonight, but if I remember correctly I used the component on a child NPC actor which was spawned to the map, and after the first actor instance died and destroyed as usual my spawner spawned the next one and on that unit I can't run the console command (it just didn't work on that 2nd spawned child actor, maybe that's a problem too with the inheritances on spawned actors?) and after 2 or 3 console command try (to run the function) the game crashed.

              Comment


                #8
                Originally posted by JimPhoenix View Post

                I will try to repro this crash tonight, but if I remember correctly I used the component on a child NPC actor which was spawned to the map, and after the first actor instance died and destroyed as usual my spawner spawned the next one and on that unit I can't run the console command (it just didn't work on that 2nd spawned child actor, maybe that's a problem too with the inheritances on spawned actors?) and after 2 or 3 console command try (to run the function) the game crashed.
                I'm having almost the same problem. All works until I respawn my character.

                Comment


                  #9
                  Developer please help me with a problem. After I respawn my character the console commands no longer work. In the post above mine the guy had the same issue. I'm using Unreal Engine 4.24 Thanks
                  Last edited by Cipher5; 05-26-2020, 08:27 PM.

                  Comment


                    #10
                    Originally posted by Cipher5 View Post
                    Developer please help me with a problem. After I respawn my character the console commands no longer work. In the post above mine the guy had the same issue. I'm using Unreal Engine 4.24 Thanks
                    Can you provide us more information? How do you destroy and respawn your character exactly?
                    I tried to reproduce the issue based on the information you provided, but everything worked fine on my end.

                    Comment


                      #11
                      Updates v2.2 was pushed to the marketplace with the following fixes:
                      - Fix issue when both parent and child class is spawned
                      - Fix issue with shared commands after first instance is destroyed

                      These should fix your crashes JimPhoenix and Cipher5

                      Comment


                        #12
                        Thank you vampy_ro , I'll check it out!

                        Comment

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