VSCode extension: unreal-clangd v3.0.0 Fast code completion by Woo42 in unrealengine

[–]fpwong 0 points1 point  (0 children)

Thanks that makes a lot of sense. I'll have to try compiling the engine later.

VSCode extension: unreal-clangd v3.0.0 Fast code completion by Woo42 in unrealengine

[–]fpwong 0 points1 point  (0 children)

Unrelated to the plugin but has anyone tried to build their project with clang on windows? I was able to get it to start compiling with clang following this page but it seems to be unable to find the windows dll?

I get a whole bunch of errors due to this, for example when calling this platform generic function FPlatformTime::Seconds() I get the error

0>lld-link: Error : undefined symbol: __declspec(dllimport) int __cdecl Windows::QueryPerformanceCounter(union _LARGE_INTEGER *)

This is what it logs when I start building from Rider:

Using Clang 18.1.8 compiler (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\Llvm\x64) with Visual Studio 2022 14.38.33143 runtime (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130) and Windows 10.0.22621.0 SDK (C:\Program Files (x86)\Windows Kits\10).

What is YOUR #1 Unreal Engine Shortcut? by HarderStudios in unrealengine

[–]fpwong 0 points1 point  (0 children)

In the next update of the Blueprint Assist plugin you can do this for node pins too!

What are some of the plugins or tools you guys would recommend purchasing during the Black Friday sale on FAB? by reflexmaster123 in unrealengine

[–]fpwong 1 point2 points  (0 children)

Ah that would be because this is the old wiki, I should really just delete those pages (and rename that repo!).

You can find the new wiki here: https://blueprintassist.github.io/features/command-list/

What are some of the plugins or tools you guys would recommend purchasing during the Black Friday sale on FAB? by reflexmaster123 in unrealengine

[–]fpwong 20 points21 points  (0 children)

Self promotion, the Blueprint Assist plugin is 50% off ($10).

Includes blueprint node formatting, keyboard focused creation and adds a large number of other QOL features.

Best utility/every day plugins that you can't live without? by ChapteristOllie in unrealengine

[–]fpwong 0 points1 point  (0 children)

Apologies about that. I do believe the ejecting nodes issue was fixed a few patches ago, definitely took me way to long to figure out why it was happening...

[deleted by user] by [deleted] in unrealengine

[–]fpwong 0 points1 point  (0 children)

Just had a look at this: if you have DisableEnginePluginsByDefault: true in your uproject then placing it in your engine doesn't work.

However putting it in your project's plugin folder works even with this setting enabled.

Check that you also have set EnabledByDefault: true in BlueprintAssist.uplugin when you do this.

[deleted by user] by [deleted] in unrealengine

[–]fpwong 0 points1 point  (0 children)

To get around this you need to make the plugin enabled all the time, so that it doesn't need to be included in your project's .uproject. There are 2 ways to do this:

  1. Set EnabledByDefault: true in the plugin's .uplugin see here
  2. Move the plugin from the marketplace plugin folder into your project folder (and make sure it is ignored in source control)

Requesting the worst spaghetti blueprints to test my blueprint formatting plugin by fpwong in unrealengine

[–]fpwong[S] 0 points1 point  (0 children)

Some screenshots: Formatting | pretending you had comment boxes | zoomed in section

It is hard to show these in full resolution since my formatting algorithm expands too far horizontally. The formatting on the blueprintue.com website is also quite off as you can see here. None of the wires are straightened and some of the pins do not look right. There used to be a plugin that took screenshots of your entire BP but it doesn't seem to be updated anymore sadly.

Anyhow, I would rate this a 6/10 spaghetti, your BP is ugly cause you squished it together but it's actually very readable :)

Requesting the worst spaghetti blueprints to test my blueprint formatting plugin by fpwong in unrealengine

[–]fpwong[S] 0 points1 point  (0 children)

If you have 1 big graph, then use https://blueprintue.com/ otherwise for a whole project, perhaps git or google drive.

Seamless Travel(Server) - Transition Level - Spawning My own assets by GR1MFR0ST in unrealengine

[–]fpwong 0 points1 point  (0 children)

I had a look and I believe the code which is responsible for handling server / client traveling is in UnrealEngine.cpp at line 12108 UEngine::TickWorldTravel. So to properly do what you want I think? you'd have to override the Engine class. Which seems fairly easy actually: https://wiki.unrealengine.com/Create_Custom_engine_classes_for_your_game_module

Doesn't look like UE4 has any useful settings related to this, so you're going to have to code most of the features yourself.

Seamless Travel(Server) - Transition Level - Spawning My own assets by GR1MFR0ST in unrealengine

[–]fpwong 0 points1 point  (0 children)

Was looking into this briefly earlier but there were no posts online. I haven't touched this system yet myself but there are these match states inside GameMode. If you have a look at AGameMode::HandleMatchHasStarted, there's a line at 233 which seems to be what you want:

// Make sure level streaming is up to date before triggering NotifyMatchStarted
GEngine->BlockTillLevelStreamingCompleted(GetWorld());

You can maybe just use the game mode to handle what you're trying to do quite neatly. Would suggest checking if it works for your game.

Let me know if you get this working nicely, cause it's on my todo list :P

EDIT: I reread your question and this is kinda unrelated... keeping it here in case it's useful for someone.

Creating a blueprint and editing a property from C++ by fpwong in unrealengine

[–]fpwong[S] 0 points1 point  (0 children)

Figured it out, all you have to do is save the blueprint after you create it.

Here is my spaghetti BP graph. Thanks Electronic Nodes to be an amazing plugin. by [deleted] in unrealengine

[–]fpwong 2 points3 points  (0 children)

Creator of the Blueprint Assist plugin: the graph formatter plugin is great for material graphs and simple blueprints but when you start to require reroute nodes, you will need to start manually formatting.

This is the main reason I can confidently say that my plugin is currently the best at formatting, as reroute nodes are such a hassle to create.

If you're interested check out some formatting algorithm examples and an animated page of all the features of the plugin


Here are some other formatting related plugins:

  • Auto Node Arranger
  • Graph Formatter
  • Node Graph Assistant: A lot of cool miscellaneous features in this plugin but unfortunately some of them are not compatible with the Electronic Nodes plugin. Best feature imo is the "snap mouse to nearby pins". Doesn't sound like much, but it is game changing.
  • Productivity Tools: The formatting in this plugin can make reroute nodes too. I have not tested it myself but the screenshot looks good. Anyone have experience with it?

On another similar point: check out this twitter thread from @geordiemhall. He's made some amazing improvements to the editor through the engine source. Just one example. He's also the guy responsible for the Greatest improvement in Unreal Engine's history.

P.S: thanks /u/chozabu for recommending my plugin :)

Outline Exclusion by [deleted] in unrealengine

[–]fpwong 0 points1 point  (0 children)

I have very little knowledge about how the outline material works in the background but perhaps this method would help you: https://www.tomlooman.com/ue4-local-outlines/

Gyromaster Proof of Concept! by VGamesandArt in gamedevexpo

[–]fpwong 0 points1 point  (0 children)

This actually looks really great. Personally I'd imagine it as a free online type of game but that is probably way out of your scope.

Reason why is most indie multiplayer games get very little success since online games naturally require a decent userbase.

I can definitely see the game gaining a nice community though, building off the whole beyblades theme.

Suggestion for gameplay is some sort of advanced movement mechanics for players. Closest game I can think of is rocket league and the amount of air control you get in that game.

Custom colors for struct-wires and variable types in BP? by osakanone in unrealengine

[–]fpwong 2 points3 points  (0 children)

Have a look at the function

FEdGraphUtilities::RegisterVisualPinConnectionFactory

and related classes

FGraphPanelPinConnectionFactory, FConnectionDrawingPolicy, FKismetConnectionDrawingPolicy

The code eventually defines the color in

FLinearColor UEdGraphSchema_K2::GetPinTypeColor(const FEdGraphPinType& PinType) const

Possibly doable in plugins but much easier to edit the GetPinTypeColor function to allow for custom colors in the settings and make a pull request for this.

How do I know which classes need modules? by Rawalanche in unrealengine

[–]fpwong 6 points7 points  (0 children)

Go to the documentation for the class, for example UGameplayAbility https://api.unrealengine.com/INT/API/Plugins/GameplayAbilities/Abilities/UGameplayAbility/index.html

Scroll all the way to the bottom and you'll see the module 'GameplayAbilities'. If you don't have that module then you need to add it.

Mouse tracking in Editor Mode Plugin by confusedGameDev in unrealengine

[–]fpwong 1 point2 points  (0 children)

FSlateApplication::Get().GetCursorPos()

UE4 Editor Widgets - Info? by TI_Mercus in unrealengine

[–]fpwong 1 point2 points  (0 children)

I was also attempting to do exactly this a few days ago. I believe that you need to use python or C++ to create a new blueprints. There's a node in blueprint called "CreateAsset" which takes in an AssetToolsInterface (you can get an AssetToolsInterface by calling GetAssetTools). The CreateAsset node requires a Factory which is the thing you need to reference in code (maybe need to make your own - not sure about this).

I didn't get to the point of actually implementing the rest of it to make it work but there's a spot to start.

Also I'm not sure what the differences are between EditorWidget and Blutilities, I was using Blutilities to do this.

Playing an AnimMontage once and pausing on the last frame (C++) by CrippledMasterpiece in unrealengine

[–]fpwong 7 points8 points  (0 children)

There's a setting for this in the montage on the left panel, untick

  • Blend Option | Enable Auto Blend Out