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Mickael Daniel mklabs Lyon, France http://mklabs.github.com Dev things in JS / Lua. Current interests: modding and game development.

3monkeys/play.rules 79

Un e-book sur Play!Framework / an e-book about Play!Framework

mklabs/backnode 23

Express inspired web development framework, built on Backbone and Connect -- experimental

mklabs/connect-docco 10

docco + socket.io + watch = Save file → documentation page updates automatically.

mklabs/blog.mklog.fr 6

http://mklabs.github.io/blog.mklog.fr/

mklabs/cakes 6

collection of cake files, mainly trying to learn this cool stuff

mklabs/docker-receive 5

git push docker container, build docker image, deploy them

mklabs/bbf 4

Super simplified version of a Form Generator from Backbone.Models attributes.

mklabs/140-opts 2

140 bytes fancy node option parsing. It doesn't do much, but it fits in a tweet.

mklabs/ace 2

Ajax.org Cloud9 Editor

mklabs/dotfiles 2

!stow

startedinsthync/awesome-ue4

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startedncsoft/React-UMG

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startedsebastianstarke/AI4Animation

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startedCesio137/ALSReplicated

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startedRuhrpottpatriot/OnlineSubsystemEpic

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Mickael Daniel

commit sha 6e81fc5349c216e3c637a5325d27b3273a9f8a9d

Update readme.md

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startedkeplerproject/luafilesystem

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startedjagenjo/webglstudio.js

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issue openedmklabs/ue4-targetsystemplugin

Add ability to target different part of an actor

Like for a boss, you might want to be able to target both legs or arms, the head and spine.

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Mickael Daniel

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Update readme.md

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GollumEvent
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Mickael Daniel

commit sha 6fec2cba06bf3fa6d94a30b7cfc8bbde536f61ee

Update readme.md

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pull request commentmklabs/ue4-targetsystemplugin

Sticky feeling while switching target.

Merged in the Marketplace version!

I've also made a few modifications to enable / disable this feature in Blueprints (mainly a bool to go through your logic or the original one) and move the Delta variable from TargetActorWithAxisInput() method to a UPROPERTY()

salarwalker

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Mickael Daniel

commit sha c36d452b0598ae7246b3aee5aaf26a2e5929b85d

Bump version to 1.24.0 for Engine 4.24.0 version

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Mickael Daniel

commit sha 2a3f5c576bfb709616cf8c55a16c40349b2699ac

Bump version to 1.25.0 for Engine 4.25.0 version

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created tagmklabs/ue4-targetsystemplugin

tag1.25.0

UE4 Dark Souls inspired Camera Lock On / Targeting system plugin

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created tagmklabs/ue4-targetsystemplugin

tag1.24.0

UE4 Dark Souls inspired Camera Lock On / Targeting system plugin

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push eventmklabs/ue4-targetsystemplugin

Mickael Daniel

commit sha 0e9ea77eb1220a83fda0cd631f2c56bd893fe490

Remove debugging logs

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Mickael Daniel

commit sha b2e97d1f7f7ac7239037b507c63dc8612f94935d

Bump version to 1.23.0 for Engine 4.23.0 version

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created tagmklabs/ue4-targetsystemplugin

tag1.23.0

UE4 Dark Souls inspired Camera Lock On / Targeting system plugin

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push eventmklabs/ue4-targetsystemplugin

Mickael Daniel

commit sha c10cd36379ab2c3a3cbf8bfe185a921bf7bb42d7

readme: add thanks and credits section

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Mickael Daniel

commit sha dc158b52a7efe5f73be05d679e2a8d356d7146f4

Add option to enable / disable sticky feeling behavior

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Mickael Daniel

commit sha 529979c3ae2869bceaa8589feb2cb93c7604d57d

Remove cpp LockedOnWidget now that WidgetLockedOnClass is properly setup from Content BP

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issue closedmklabs/ue4-targetsystemplugin

Random Crashes (Access violation - code c0000005 (first/second chance not available))

Hey when testing this the editor crashes with the error log below. I'm having a hard time replicating this, it seems destroying a targeted actor can lead to it, but i've also encountered it when exiting and entering the range while targeting an actor. Since i did download it from the marketplace i used your screenshots to replicate the system. (I've just stuck with "pawn" as the targetable actor class. I'm running it on ue 4.21 and windows 64 bit.

Access violation - code c0000005 (first/second chance not available)

UE4Editor_TargetSystem!UTargetSystemComponent::TargetLockOff() [d:\build++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\targetsystem\source\targetsystem\private\targetsystemcomponent.cpp:267] UE4Editor_TargetSystem!UTargetSystemComponent::TickComponent() [d:\build++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\targetsystem\source\targetsystem\private\targetsystemcomponent.cpp:73] UE4Editor_Engine!FActorComponentTickFunction::ExecuteTickHelper<<lambda_3709318d6805ded621dc256d05754a1f> >() [d:\build++ue4\sync\engine\source\runtime\engine\classes\gameframework\actor.h:3143] UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\build++ue4\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:800] UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilIdle() [d:\build++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:586] UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:573] UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1474] UE4Editor_Engine!UWorld::RunTickGroup() [d:\build++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:783] UE4Editor_Engine!UWorld::Tick() [d:\build++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:1473] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1726] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403] UE4Editor!FEngineLoop::Tick() [d:\build++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3699] UE4Editor!GuardedMain() [d:\build++ue4\sync\engine\source\runtime\launch\private\launch.cpp:174] UE4Editor!GuardedMainWrapper() [d:\build++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145] UE4Editor!WinMain() [d:\build++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:276] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283] kernel32 ntdll

closed time in 14 days

nonamed46

issue commentmklabs/ue4-targetsystemplugin

Random Crashes (Access violation - code c0000005 (first/second chance not available))

Closing in. Feel free to reopen if you still have this issue with latest versions.

nonamed46

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push eventmklabs/ue4-targetsystemplugin

Mickael Daniel

commit sha fdd233037a3d20235fa7de32be39798572fbc4c7

Add sticky feeling feature while switching target back into the system To port back the ganges introduced by @salarwalker in PR #9

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startedgaslightgames/UE4_EOS_Plugin

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Mickael Daniel

commit sha 31f6753d2b1778b77c372b8a74d53a58124c026b

Modifications for 4.25 update: Pitch Offset, Widget init / attached Bone name, OnTargetSetRotation and GetLockedOnTargetActor - Pitch Offset feature: Smoothly adjust the Pitch Offset of CharacterRotation (Y-Axis) based on the distance to target. It adds an offset to the Pitch to better see the action at closed range. - Init and Load WBP_LockOn Widget Blueprint from plugin Content folder in constructor. - Add ability to attach Widget Component on a specified Bone if the Actor has a MeshComponent. - Use CharacterRotation when failing to get a CameraComponent on the actor (needed for ALS v4) - Add a OnTargetSetRotation BlueprintAssignable event to take control over the Character Rotation. - Add GetLockedOnTargetActor() BlueprintFunction.

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issue closedmklabs/ue4-targetsystemplugin

Rotation to target

Hello. Thank You for plugin. Trying on 4.21. Targeting works, scrolling between targets too, but i can not turn off "rotation to target". I unchecked in component, even made key input flip/flop that should change that bool inside component, but in my case, "look at target" mode is On all the time. What could be my mistake here? Thank You.

closed time in 16 days

Juris3D

pull request commentmklabs/ue4-targetsystemplugin

Sticky feeling while switching target.

I've done a fair bit of modifications to the system already, I'll merge in your PR to get the commits in and manually port back your changes into my modified version.

Thanks again!

salarwalker

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moshiming

commit sha c673bb87429c4fc5ec773dad13a24229dfc1cfc5

Sticky feeling while switching target.

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Mickael Daniel

commit sha 41bfbe194915d6c40d6195f8583f2cff5f0d9a1f

Merge pull request #9 from salarwalker/master Sticky feeling while switching target.

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PR merged mklabs/ue4-targetsystemplugin

Reviewers
Sticky feeling while switching target.

Hi. Here's a sticky switching feature.

+45 -9

2 comments

2 changed files

salarwalker

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startedJim-Kroovy/Mr-Mannequins-Tools

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startedvawser/Cinders-DS3

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startedNerivec/old-ue4-wiki

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pull request commentmklabs/ue4-targetsystemplugin

Sticky feeling while switching target.

Hi,

First of all, sorry for not noticing your PR before, I wasn't very active the last few months.

I'm currently in the process of integrating the system with a new game and upgrading it to 4.25, I'll test and integrate your changes while doing so.

Thank you for the PR. Appreciated.

salarwalker

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startedgoncasmage1/UINavigation

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