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عنوان محصول
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May 10, 2021
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Variable Access Library
5.2 Support is now live!
This plugin is still in development and gets extended with each update, therefore the price will change as much more functions get added to the plugin.
Documentation
DESCRIPTION
Variable Access Library will improve your blueprinting workflow by allowing you to create a widely modular coding structure, reducing your code to a minimum, and making it look cleaner and more organized.
All hard reference calls via “Cast To” can be replaced with this library using soft references which result in a way more performant code and lower RAM usage. Level load times will be way shorter than with hard references.
With an evergrowing library of functions, you can GET/SET variables of the supported types of any object simply by name (soft reference), but also Get All Variable Names of a Target, Execute Functions by name, and much more.
To help to debug, the plugin allows you to print error messages to the log and/or screen (which can be toggled in the project settings), with all the needed information so you can find missing references faster.
All functions are widely accessible (in C++ and blueprint)and support also replicated variables and RPC events.
LATEST UPDATE
V 1.7.2 UE5.2 Update (version in review, expected June 29th , 2023):
V 1.7.1 UE5.1 Update (current version, released Dec 06th, 2022):
Fix UE5 float support (UE5 floats are now double, so they needed an update to function again)
Add Gameplay Tag & Gameplay Tag Container Support
Clean up Impure C++ script, to inherit all functions from Getters C++ File
Update API to remove compile Warnings
COMING UPDATE
V 1.8 WORKFLOW UPDATE (End December 2022) :
Get Variable Type by prefix (add a prefix like f. or b. to get the specific variable type)
added UMG Variable Types Support (Widget Elements, Textures)
Improve Array & Map Support (add new functions)
Get All Variables Name of Type
Extended Macro Library
Add Double Support (important for UE5 Floats)
Complete Documentation and Sample Videos
Find Material/Static Mesh by Name in Content Browser
Add Data Asset Support
PRIOR UPDATES
V 1.7 GET FUNCTION UPDATE (current version, released Feb 12th, 2022):
-Get Defined Object, Actor & Widget by Name (this allows you to get a variable value of custom classes with a class reference)
-Get All Functions by Target
-Exec Function by name
V 1.6 GET VAR NAMES UPDATE (released Jan 18th, 2022):
THIS UPDATE REMOVED SOME DUPLICATE FUNCTIONS, THE SAME FUNCTIONS STILL EXIST JUST IN A DIFFERENT CLASS; DOUBLE-CHECK TO ENSURE YOUR CODE WORKS, AND RECOMPILE ALL CODE!!!
-remove unused function library class
-Get All Variable Names
-Easy Transform Functions
Set Location of Transform
Set Rotation of Transform
Set Scale of Transform
-added DataTable Support
V 1.5 MAP VARIABLE SUPPORT UPDATE (released October 10th, 2021):
-added Wildcard Map Support
-added Impure Getter Function
-reorganize code by adding 4 classes (Getters, Setters, General, Impure) for cleaner code structure and easier additions
V 1.4 WILDCARD ARRAY UPDATE (released September 20th, 2021):
– added Get & Set Wildcard Array Support for all common variable types (structs are excluded and require their own function)
-> Remove & Add may not be …
Technical Details Features: V1.6: Support DataTables, Get All Variable Names V1.5: Support Maps, Impure Functions V1.4: Support Arrays, 4.27 Support V1.3: Debug Settings for easier debugging V1.2: Support Int64, Vector2d, IntVector, IntPoint, Object V1.1: Support Transform, Rotator, LinearColor, Name, Text, String V1.0: Support Bool, Byte, Float, Int, Vector Access Variables of any actor, anywhere, by its name Check if desired variables exist (bool return result) Set/Get Functions of all the above supported variable types Scale Vector Function Math Functions for Float & Int Code Modules: VariableAccessLib (Runtime) Number of Blueprint Nodes: 40+ Number of C++ Classes: 6 Network Replicated: Functions are not replicated but can be called on the Server or Client for replicated variables. Supported Target Build Platforms: Any Documentation
Easily access variables and functions of any object by their name in a modular and performant way, using soft references
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