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    There was a recent update. What are the changes?
    escalation1985.com

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      Originally posted by SebastianLarsen View Post
      There was a recent update. What are the changes?
      Just improved debug visualization, shouldn't affect functionality.

      Comment


        Hi,
        Any ETA on a 4.20 update?

        Thanks!

        Comment


          Originally posted by Sitrec View Post
          Hi,
          Any ETA on a 4.20 update?

          Thanks!
          It's already submitted, it just usually takes Epic 3-4 days to process.

          Comment


            Originally posted by moookiexl View Post

            It's already submitted, it just usually takes Epic 3-4 days to process.
            Fantastic, thank you!

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              Having trouble compiling my project when i try to move my project to 4.20. Getting a notice about not being able to find the referenced directory
              I heard there were a bunch of changes for plugins (??) with 4.20.
              Does anyone have a sollution for a nice smooth transition?

              Comment


                Originally posted by ond_ View Post
                Having trouble compiling my project when i try to move my project to 4.20. Getting a notice about not being able to find the referenced directory
                I heard there were a bunch of changes for plugins (??) with 4.20.
                Does anyone have a sollution for a nice smooth transition?
                The plugin should compile despite the warning. If you really need to clear that warning, try modifying EasyBallistics.Build.cs:
                first add using System.IO; to the beginning of the file
                and then replace all instances of
                "EasyBallistics/Public" or "EasyBallistics/Private" with:
                Path.Combine(ModuleDirectory,"Public") or Path.Combine(ModuleDirectory,"Private")

                But I don't think that's what's causing your project to fail to compile.

                Comment


                  Yeah i was the one messing up. sorry about that.

                  Comment


                    -Support for Android is now enabled.
                    -Permanent price reduction to $20

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                      UE 4.21 update out now

                      Comment


                        OK, here's some bad news:
                        As you may have heard, there were some changes with how physics work in 4.22. Most notably, async scene was removed.
                        Since EB uses this to avoid collisions with debris, it will lose that functionality, and bullets will collide with debris, at least until the new destruction engine is implemented in some future version of UE4.
                        If you don't use the old destruction system, you should be unaffected.
                        Last edited by moookiexl; 04-05-2019, 10:44 AM.

                        Comment


                          There seems to be some major issues relating to replication with your plugin (Currently testing in 4.22). I thought it was bad logic, but then I tried my logic with BallisticsFX and it worked just fine.

                          Since the plugin hasn't been updated properly (only doing UE4 release updates), there's a chance that the original replication logic does not work properly anymore.

                          Also, while Barrels look to be a SceneComponent sub-class, they cannot contain visual data like a regular Actor would, making this very cumbersome to use. I currently have to put the Barrel and my Visual Element (static mesh) into a regular Actor BP so I can organize my logic better (then putting them into childactors in the vehicle BP)

                          What you could do instead is subclass it under StaticMeshComponent and SkeletalMeshComponent (so two different types) BarrelStaticMeshComponent and BarrelSkeletalMeshComponent. Same goes for the Bullet actually.

                          You can see code examples in the VR Expansion Plugin https://bitbucket.org/mordentral/vre...in/src/Master/

                          I have tried to reach you over the past few days to no avail (even though it has shown you online).
                          Last edited by VictorBurgos; 05-10-2019, 12:38 PM.
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                          Comment


                            Originally posted by VictorBurgos View Post
                            There seems to be some major issues relating to replication with your plugin (Currently testing in 4.22). I thought it was bad logic, but then I tried my logic with BallisticsFX and it worked just fine.

                            Since the plugin hasn't been updated properly (only doing UE4 release updates), there's a chance that the original replication logic does not work properly anymore.

                            Also, while Barrels look to be a SceneComponent sub-class, they cannot contain visual data like a regular Actor would, making this very cumbersome to use. I currently have to put the Barrel and my Visual Element (static mesh) into a regular Actor BP so I can organize my logic better (then putting them into childactors in the vehicle BP)

                            What you could do instead is subclass it under StaticMeshComponent and SkeletalMeshComponent (so two different types) BarrelStaticMeshComponent and BarrelSkeletalMeshComponent. Same goes for the Bullet actually.

                            You can see code examples in the VR Expansion Plugin https://bitbucket.org/mordentral/vre...in/src/Master/

                            I have tried to reach you over the past few days to no avail (even though it has shown you online).
                            -Can you send me a project that shows the problem? The replication does work work for me, just tested it.
                            -The barrel being a SceneComponent is deliberate. It's just a component for emitting the bullets, it's not supposed to be visible. That way you can just attach it to any other component (or a socket), rather than being limited to it being a static or skeletal mesh.
                            -Bullets are actors, you can add components to them like to any other actor, be it mesh, or particle system, or sound or whatever.
                            Last edited by moookiexl; 05-16-2019, 10:30 AM.

                            Comment


                              version 2.0 is out now!

                              -better trajectory calculation, using same "ideal gas law" atmosphere model as EasyFM.
                              In other words, things like altitude and temperature affect the amount of bullet drop. To use this model, switch bullet's AtmosphereType to "Earth/IGL". Density curve is no longer relevant in this model, no need to use it.
                              NOTE: it's more computationally expensive, but the impact on performance should be neglible compared to collision detection etc.
                              -removed "old" material response, switched completely to material response map.

                              Gumroad users should already have it, on Epic launcher it will be available as soon as it's processed.
                              Last edited by moookiexl; 05-21-2019, 09:44 AM.

                              Comment


                                Great, thank you!

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