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Rama's Melee Weapon Plugin, Custom C++ PhysX Coding For You! ♥ Rama

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  • replied
    Hey buddy, i left a question on your marketplace regarding this, but i figured this is the more proactive place to leave any such messages. First off, great work on this, and your other products..
    For the question though, what would be the ideal way to apply this to a full body skeletal mesh?

    Similar to Ion Cocarcea's question, after adding your skeletal mesh as a dummy character with custom feet/hands physics phat asset, it works fine, until it's set to follow a master pose component., which is the games core/main character class mesh.

    When the master pose is set, the collision draw's disappear completely. You're welcome to try and recreate this. Just set your melee skeletal mesh to be the mannequin character and set master/pose to the main class mesh, and collisions go blank. Might be something I'm missing on my end though.

    Let me know what you think, any help is much appreciated as always.
    Last edited by thelazylion; 04-24-2020, 08:28 AM.

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  • replied
    Originally posted by OptimisticMonkey View Post
    Rama - I am having problems compiling the Melee Plugin with Chaos enabled in a custom engine build - should the plugin work with chaos enabled?

    It is failing on GetPxScene() which doesnt exist on the chaos physics interface anymore

    Thanks for any insight
    Hi there OptimisticMonkey , are you still having this issue?

    Custom engine builds are harder for me to support since I would need to get the build to debugging effectively, but I could try to make some educated guesses using any contextual code you can provide.

    Please email me using the UE4 Marketplace developer address or PM me if you wish to provide project sensitive informaiton
    https://unrealengine.com/marketplace/en-US/product/rama-s-melee-weapon-plugin



    Rama

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  • replied
    Rama - I am having problems compiling the Melee Plugin with Chaos enabled in a custom engine build - should the plugin work with chaos enabled?

    It is failing on GetPxScene() which doesnt exist on the chaos physics interface anymore

    Thanks for any insight

    Leave a comment:


  • replied
    Hey Rama can you please guide me how can I change the mesh component from character blueprint with your skeletal mesh component? Right now I use it as second mesh but I would like to replace the default one.
    Like overite the component . Thank you!

    I will answer myself to my question so maybe someone will need it .
    ================================================================
    So in .h file (header file where the declarations are)

    GENERATED_BODY()

    public:
    // Sets default values for this character's properties
    AMainCharacter(const FObjectInitializer &ObjectInitializer);
    ===============================================================
    and in .cpp file

    AMainCharacter::AMainCharacter(const FObjectInitializer &ObjectInitializer)
    : Super(ObjectInitializer.DoNotCreateDefaultSubobject(ACharacter::MeshComponentName))
    {
    // Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;
    }

    then Compile and restart the Editor then you can see that the mesh is removed.
    Last edited by Ion Cocarcea; 08-30-2019, 12:17 PM.

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  • replied
    SweepSingleByObjectType is passed TraceParams.bTraceComplex = true; I have not tested my think yet but I'm wondering if setting this to false would solve the problem. I'll let you know once I have had a chance to retest with this set to false.

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  • replied
    Originally posted by Sooth View Post
    I can see from the collision analyzer this is in fact a failure of SweepSingleByObjectType not reporting a hit when it should. Just wondering if you every ran into this issue yourself.
    Looks like Rama is not working on this plugin anymore, he doesn't answer emails or comments in the store and his last post here is from last year. If you find a way to fix the SweepSingleByObjectType problem, please share it (i have tried some things myself but nothing works).

    Leave a comment:


  • replied
    I can see from the collision analyzer this is in fact a failure of SweepSingleByObjectType not reporting a hit when it should. Just wondering if you every ran into this issue yourself.

    Leave a comment:


  • replied
    Hi Rama, I getting a real strange issue in UE 4.22.2. Maybe it started earlier and I did not see it but now I get cases where

    if(URamaMeleeCore::MeleeSweep(
    GetWorld(),
    Actor,
    Hit,
    EachMeleeSweep,
    FCollisionObjectQueryParams(MeleeTraceObjectTypes)
    )){

    Sometimes fail. I hold a weapon hitting a cube which I have setup to allow weapon to hit. It will fire sometimes a hit and sometimes it fails to hit and then is fires a hit again. It looks like the function: SweepSingleByObjectType is not always returning a hit when called repeatedly.

    Do you know why this is now happening?

    Leave a comment:


  • replied
    Rama Launcher says Melee Plugin for 4.21 is live... but when I click link to install nothing happens....

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  • replied
    LordPomp It works on mac.... Just add plugin to project and build your game... may need to add it to whitelist to compile

    Leave a comment:


  • replied
    Hi Rama,

    Great plugin! Works really well. However, I would like to port my game to Mac and I'm not sure how to do this or if it is even possible. I saw a hint in the marketplace comments that it might. My project is Blueprint only right now. So, is this possible? If so, how might I go about this? Can I compile your plugin with Xcode and drop it into the third party plugin folder? Do I need to compile my entire project and then re-compile with Xcode? I have messed around with C++ implementation before but I am a noob(to C++). Any assistance would be greatly appreciated.

    Thanks!
    LordPomp
    Last edited by LordPomp; 11-11-2018, 07:56 PM.

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  • replied
    Originally posted by Notion View Post

    Did you ever figure out how to update the DamageMap (and uupdate the active arrays) when you change a mesh (For using multiple weapons on one component)?
    The DamageMap is something you can read/write in BP. You could simply store variables of FRamaMeleeDamageMap, one for each of your weapons, figure out your desired settings, and then load that map when you use SetSkeletalMesh to change your weapon.

    More advanced: you could make a struct that has a weapon mesh as a variable, and also a FRamaMeleeDamageMap, then make an array of this struct. Now you can look up maps by the asset and retrieve the desired DamageMap.

    Even More Avanced: You could use a Map (instead of an array), using the skeletal mesh asset as the key, and the FRamaMeleeDamageMap as the value, and store this map somewhere convenient, possibly your character BP itself.



    Rama

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  • replied
    Originally posted by Sooth View Post
    I', trying to figure out how to switch weapons for VR Player. I understand how to setup a character with melee weapon predefined but how do you swap melee weapons Mesh and DamageMap at runtime. The DamageMap struct can't be broken apart in Blueprint can this only be done through C++ code? It blueprint how?

    What I need is a SkeletalMeshActor but a RamaMeleeWeaponMeshActor. Is there a way to get SkeletalMeshActor to contain a RamaMeleeWeapon for the Mesh Component?
    Did you ever figure out how to update the DamageMap (and uupdate the active arrays) when you change a mesh (For using multiple weapons on one component)?

    Leave a comment:


  • replied
    Originally posted by Rama View Post
    VR

    Regarding VR: Yes you just have to continuously trace for the period of time when the user's weapon is able to do damage, because you don't have pre-created animations like in case of a non-VR game.
    And How? can u show a example? Thanks

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  • replied
    Rama, what i did to make items act more real is to setup two skeletal meshes with their own physics asset. One is the parent of the other. The physical asset in the world is a standard Skeletal Mesh which full convex hull collision but basic shapes to give realistic physics when item is thrown or dropped, ... The second skeletal mesh is a rama weapon which is hidden in game but setup with the simple collision shapes (parented to the visual representation of the weapon) [Its the same skeletal mesh but a different physics asset]. This provides the on hit events. Thought this would be useful for other to know.

    Leave a comment:

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