https://github.com/ue4plugins/HoverPlugin
Unreal Engine 4 plug-in with hover effect components.
https://github.com/ue4plugins/HoverPlugin
Last synced: 25 days ago
JSON representation
Unreal Engine 4 plug-in with hover effect components.
- Host: GitHub
- URL: https://github.com/ue4plugins/HoverPlugin
- Owner: ue4plugins
- License: bsd-3-clause
- Created: 2015-09-07T21:17:02.000Z (over 9 years ago)
- Default Branch: master
- Last Pushed: 2018-03-20T00:35:42.000Z (about 7 years ago)
- Last Synced: 2025-03-10T14:25:21.621Z (about 1 month ago)
- Language: C++
- Size: 68.4 KB
- Stars: 41
- Watchers: 8
- Forks: 14
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
- awesome_unreal_engine_4_-_5 - Hover Effect
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README
# 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](https://headcrash.industries/vault/presentations/gdc-europe/)## 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](https://docs.unrealengine.com/latest/INT/Programming/index.html)!## 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 EditorYour 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](https://github.com/ue4plugins/HoverPlugin/issues), submit a
[pull request](https://github.com/ue4plugins/HoverPlugin/pulls?q=is%3Aopen+is%3Apr)
or email us at [email protected]## References
* [GDCE 2015: Blueprint Components to C++](https://forums.unrealengine.com/showthread.php?81573-GDCE-2015-Blueprint-Components-to-C)
* [Introduction to UE4 Plugins](https://wiki.unrealengine.com/An_Introduction_to_UE4_Plugins)