Plugin, Functional Code Template For You

Overview

Authoer Rama (talk)

Dear Community,

Here is a completely functional plugin template that you can download and modify to your liking!

It is functional because it is basically a wrapper for some extra BP nodes that I like to give to my clients to use in their BP AI systems.

The whole purpose of this wiki is to provide you with a download of a simple and completely usable plugin template that you can load up and see what it does immediately, and then modify to your wishes :)

Download

Rama's AI Plugin Template

File:VictoryAI.zip

.h

Here's the list of BP nodes that come with this plugin!

/** SQUARED distanced between actors */
UFUNCTION(BlueprintPure, Category = "VictoryAILibrary")
static float Calculations__SquaredDistanceBetweenActors(AActor* Actor1,AActor* Actor2);
 
 
//~~~
 
/** Convert Rotator to Vector */
UFUNCTION(BlueprintPure, Category = "VictoryBPLibrary", meta = (FriendlyName = "Vector To Rotator", CompactNodeTitle = "->", Keywords = "convert vector rotator conversion"))
static FRotator Conversions__VectorToRotator(const FVector& TheVector);
 
/** Convert Vector to Rotator*/
UFUNCTION(BlueprintPure, Category = "VictoryBPLibrary", meta = (FriendlyName = "Rotator to Vector", CompactNodeTitle = "->", Keywords = "convert vector rotator conversion"))
static FVector Conversions__RotatorToVector(const FRotator& TheRotator);
 
//~~~
 
/** Set Max Move Speed. Supply the Character whose Character Movement to change! Returns false if operation could not occur due to invalid Character or MovementComponent could not be obtained.*/
UFUNCTION(BlueprintCallable, Category = "VictoryAILibrary", meta=(DefaultToSelf="TheCharacter"))
static bool CharacterMovement__SetMaxMoveSpeed(ACharacter* TheCharacter, float NewMaxMoveSpeed);
 
/** Replicated Jump Rama-Style. Use negative values for down, backward, and left. Returns false if operation could not occur. */
UFUNCTION(BlueprintCallable, Category = "VictoryAILibrary")
static bool CharacterMovement__RamaJump(ACharacter* TheCharacter, float UpAmount=3000, float ForwardAmount=3000, float RightAmount=0);
 
/** Replicated Jump Rama-Style. Directions are relative to direction to target. Forward = direct line to target. Use negative values for down, backward, and left. Returns false if operation could not occur. */
UFUNCTION(BlueprintCallable, Category = "VictoryAILibrary")
static bool CharacterMovement__RamaJumpRelativeToTarget(ACharacter* TheCharacter, AActor* Target, float UpAmount=3000, float ForwardAmount=3000, float RightAmount=0);
 
 
/** Is Controller's Pawn Falling? Returns the Controller's Pawn as a Character */
UFUNCTION(BlueprintCallable, Category = "VictoryAILibrary")
static ACharacter* CharacterMovement__ControllerPawnIsFalling(AActor* Controller, bool& IsFalling);

Conclusion

Have fun making plugins!

Rama