I have successfully compiled and fixed all the errors/warnings for 4.9 (the changes in get mesh triangles function was the toughest part to fix for me but I think it works fine).
Maybe I can save you some trouble?
**Latest plugin download on the UE4 Wiki: (15 mb) **
**Victory Plugin on Media Fire**
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Why not just upload the plugin here in the forums or just link in the wiki to a separate download location (like google drive)?
Another question: Could you somehow integrate this into your plugin?
Epic seems to be quite slow with integrating custom hardware cursors into the engine, they don’t say anything about it, no idea whether it will happen within the next 1 or 2 years So there is the code which just needs to get added to the source for making custom cursors work, but of course doing this manually after each new version and each hotfix and compile the engine is just a drawback regarding usability. But so many games need custom cursors! The default windows hand cursor is not really fitting for most games, and software cursors feel laggy, even at 60 fps.
Could you integrate the code mentioned in the thread above into your plugin and make it work as a BP node or would it not work inside of a plugin?
I’m getting an error saying “VictoryPlugin could not be loaded because the module VictoryBPLibrary could not be found.” I’ve looked in the plugin’s Source folder and… well… it’s right there. Not sure what the plugin is not seeing that I can.
I can confirm I was still getting crashes too, I looked into the code and fixed it, here is the correct .h file for 4.9.0
*See if index is a valid index for this array
*@param TargetArray The array to perform the operation on
*@param Index The index to check.
*@return Bool if integer is valid index for this array
UFUNCTION(Category="VictoryBPLibrary|Utilities|Array", BlueprintPure, CustomThunk, meta=(DisplayName = "Valid Index", CompactNodeTitle = "VALID INDEX", ArrayParm = "TargetArray"))
static bool Array_IsValidIndex(const TArray<int32>& TargetArray, int32 Index);
static bool GenericArray_IsValidIndex(void* TargetArray, const UArrayProperty* ArrayProp, int32 Index);
Stack.MostRecentProperty = nullptr;
void* ArrayAddr = Stack.MostRecentPropertyAddress;
UArrayProperty* ArrayProperty = Cast<UArrayProperty>(Stack.MostRecentProperty);
Stack.bArrayContextFailed = true;
bool WasValid = GenericArray_IsValidIndex(ArrayAddr, ArrayProperty, Index);
*(bool*)RESULT_PARAM = WasValid;