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Unreal Engine 4 plug-in with hover effect components.

License: BSD 3-Clause "New" or "Revised" License

C# 7.00% C++ 93.00%

hoverplugin's Introduction

HoverPlugin

Unreal Engine 4 plug-in with hover effect components.

About

This Unreal Engine 4 plug-in shows how to convert a BP component to a C++ component as presented by Zak Parrish and Gerke Max Preussner during the live coding demonstration at GDCE Europe 2015. It accompanies the corresponding presentation slides

Supported Platforms

This plug-in was last built against Unreal Engine 4.19 and works on all platforms.

Dependencies

This plug-in requires Visual Studio and either a C++ code project or a the full Unreal Engine 4 source code from GitHub. If you are new to programming in UE4, please see the official Programming Guide!

Usage

You can use this plug-in as a project plug-in, or an Engine plug-in.

If you use it as a project plug-in, clone this repository into your project's /Plugins directory and compile your game in Visual Studio. A C++ code project is required for this to work.

If you use it as an Engine plug-in, clone this repository into the /Engine/Plugins/Media directory and compile your game. Full Unreal Engine 4 source code from GitHub (4.9 or higher) is required for this.

After compiling the plug-in, you have to enable it in Unreal Editor's plug-in browser.

In order to use the Blueprint version of the hover component, copy the file /Content/BlueprintHoverComponent.uasset into your project's /Content directory.

Perform the following steps to test the components:

  1. Drag a Sphere from the Basic Shapes tab into your level
  2. Select the actor, lift it off the floor a bit, and click the Add Component button in the Details panel
  3. Add the desired hover component, i.e. SimpleHoverComponent or BlueprintHoverComponent
  4. Make sure the Mobility of the actor's StaticMeshComponent is set to Movable
  5. Hit the Play button to start the game in the Editor

Your sphere should now be hovering above the floor, slowly bouncing up and down into a stable position.

Please note that the HoverForce value in the SimpleHoverComponent depends on the mass of the static mesh actor, and its default value has been adjusted to match the mass of a Sphere actor, which is currently 109.456337 kg. If you use SimpleHoverComponent with a mesh other than the default Sphere then you have to set its HoverForce to: HoverForce = Mass * 10000.0 instead, or otherwise the physics won't match those of AsyncHoverComponent if you compare the two.

Support

Please file an issue, submit a pull request or email us at [email protected]

References

hoverplugin's People

Contributors

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hoverplugin's Issues

Couple questions or maybe it is a bug

Just checking this out. I re compiled for 4.17.1 the steps were to drop the plugin directory into a projects plugin folder it gave me a few warnings and I recompiled the plugin for 4.17.1, then started using it.

Testing with the a simple sphere (my project happens to be using a 2d Camera Capture to render an overview map which attached to the UMG) The sphere appears to have a red square around it in the Camera Capture image, I have tried changing the sphere to use the different choices offered in the plugin all show this red square around the sphere. Also please note when I tried different components like Async or Blueprint I get a small red square under the sphere with a tiny red vector line attached to it which looks like a debug mode but I haven't turned it on or can see a way to disable it.

If you want any images to support this bug let me know I can generate them or what I figure is more then likely is that I did something wrong like trying to use the plugin with 4.17.1.

Another thing that would make it more designer friendly is to have some blueprint samples showing how to control or attach the hover forces to the player so you can build a playable hovering player or what ever.

Thank you for the cool plugin!

-Vex

I figured out what was causing the red box it was a line trace from an AI I had running but it was odd it was hitting it across the level.

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