Blueprint Nodes
Last updated
Last updated
I created some functions that work like "Print String", they print a message on your screen, but using Unreal's base variables. They are identical to "Print String", but using other variables, there is also an additional option called "Print Function Owner", which is activated by default.
When activated, this option prints the name of the Actor/Object that is using that print, and its instance in the game.
This simple function returns a presentable name for some keys, such as Mouse Buttons, Ctrl, Shift, and others.
Get current language and set new language to your project (based on enum)
With these two functions, you can get the current ambient occlusion and set another ambient occlusion.
You can change to SSAO or GTAO, and if you want save this config, only check "Save in Config" check box.
With these two functions, you can get the current anti aliasing method and set another anti aliasing method.
You can change to None, FXAA, TAA, MSAA or TSR, and if you want save this config, only check "Save in Config" check box.
With these two functions, you can get the current global illumination method and set another global illumination method.
You can change to None, Lumen, SSGI, RTGI, or Plugin, and if you want save this config, only check "Save in Config" check box.
With these two functions, you can get the CPU name and GPU name.
This function get's motherboard chipset and return a String.
I honestly don't know what this would be useful for, but I added it anyway.
Literally what it says, this function gets the operating system version and returns a string.
About these two functions, "Get Mac Address" gets your mac address and returns an array with bytes. And "Get Epic ID" returns the Epic ID of the account logged in at the time it is called.
With these two functions, you can get the current anti aliasing method and set another anti aliasing method.
You can check if ray tracing is supported on your current hardware, check if ray tracing is enabled, and can be turned on/off.
With these two functions, you can get the current RHI and set another RHI. (You need restart the editor to apply, and the player needs restart the game to apply)
You can change to DirectX11, DirectX12 and Vulkan.
With these three functions, you can obtain the scalability level, modify the scalability, and apply scalability using Data Assets;
This plugin comes with standard scalability classes.
The Utilities category has a sub-category (Random, explained below) and three new functions.
This function takes all the materials from any primitive component (Mesh is just the input name) and returns the dynamic version of each one itself in an array.
This function gets the instigator controller from the Actor and returns it as a player controller (if it exists)
This function draws a line from the camera center forward, you can set the distance of this trace, debug the trace, change the collision channel and add actors to ignore (Camera Component input is not required, if it is null, the function gets camera from the player's pawn)
There are 9 functions in the Random category, this category doesn't require much explanation, it does what is written in the function name. It even allows you to change some parameters.
You can also add other keys that return the same name, and add an image for that key. See to much info.
You can add others languages (only in C++), see to much info.
The best category of this plugin, in the Settings category you can change the Ambient Occlusion, Anti Aliasing, Illumination, manage Ray Tracing, change RHI, and set Scalability
Use "Save Game User Settings" node to apply all configs, resolution, and others.
With all scalability types!
You can modify any scalability type with this node. To change all scalability types to a level use "New Scalability Level" or "Overall Data"
Overall Data is a type of data asset with all types of scalability. You can change all variables and use the "Set Overall Scalability" node to apply all levels.