(39) Rama's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

Nice job Rama that’s an interesting new node :slight_smile:
I had tried disabling collision for individual chunks a long time ago without success, I will be definitely looking at the source!

–slightly off topic–
Speaking of destructibles, since 4.7 I’m having a crash when I try to apply force to all the chunks per tick… but if apply force to an individual chunk only it doesn’t crash.
Do you have any ideas why this might be happening by any chance? :stuck_out_tongue:
I’m trying to do something like your rock vortex using forces.

First I just have to say THANK you so much for all the work you’ve done with these nodes. They are amazing!

I have a question re the LoadLevelInstance functionality. Is there an equivalent UNLoadLevelInstance node? I’d really like to be able to wipe out old levels as my players move from one to another.


Awesome! Thanks for this great node! :o

I agree that would be a very useful feature. Actually, I have no clue how to solve this in my game, it does not seem to be possible with BP.

Rama, have you considered selling your save plugin on the marketplace? It would surely sell really, really well. If it’s not too expensive and if it could save the state of destructibles I would instantly buy it :cool:

another vote here :slight_smile:

Same here.

Hello Rama,
thanks for your plugin. It’s awesome.

But it doesn’t work for us after we updated to 4.10. We did everything following the instructions here’s_Vertex_Snap_Editor_Plugin

But now we get this error right after loading the project:

"Assertion failed: Class [File:d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\public\uobject\UObjectGlobals.h] [Line: 1128]
NewObject called

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor!NewObject<UUnrealEdEngine>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\public\uobject\uobjectglobals.h:1130]
UE4Editor!FEngineLoop::Init() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2076]
UE4Editor_UnrealEd!EditorInit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealed.cpp:63]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]

Hi Rama -

Just submitting a bug report - someone please double check this.

I’m using ‘Has Substring’ to check for a colon (:slight_smile: in a filename and it crashes the engine! No crashes with the Find Substring command (but no easy bool)

Whoops - didn’t want an emoticon there!

Hope you’re well, and thanks again for all the good stuff!


Hey rama
from time to time, here and there, topics about sorting arrays comes out, your plugin has something to do with that? if not, can you please add sort for float, int and byte(i guess).

He is already giving it away for free, so I doubt it would sell that well, as people could just use the past free versions. It would also take A LONG time for the marketplace team to thoroughly test this plugin. Plus it might make him look greedy if he tried to make money from it (not to me, to everyone else, sad world :()

Lol, inspired by my thread?

i dont even know what is those byte is and what you was actually sorting big32.gif, but if thats possible, why not.

My LoadLevelInstance node returns a ULevelStreaming* which you can drag off from and set the boolean bShouldBeLoaded to false

Then the engine will unload the level in the next tick :slight_smile:

Again you can do this with just current BP as this variable is exposed in ULevelStreaming.h:

/** Whether the level should be loaded																						*/
	UPROPERTY(Category=LevelStreaming, BlueprintReadWrite)
	uint32 bShouldBeLoaded:1;

Hey rama
from time to time, here and there, topics about sorting arrays comes out, your plugin has something to do with that? if not, can you please add sort for float, int and byte(i guess).

Yes I offer sorting of float and int arrays as part of my plugin :)

**Internal Thread Link to Sorting of Array Nodes**!&p=399240&viewfull=1#post399240



Hi there!

I am using my Vertex Snap Editor in 4.10 project with no issues

  1. make sure plugin is at project level not engine level

  2. open up your DefaultEngine.ini and add these lines


  1. Make sure you are using this:


Note the bold

Good luck!

Oh and [FONT=Comic Sans MS]Welcome to the Forums!


Well actually the Save System plugin at my website is indeed a paid plugin, here’s the intro video!

I have free wiki C++ material here.

My website:

PS: I did appreciate your sentiment tho Jamendxman3! :slight_smile:

Woohoo thanks for all the compliments and support John, Sivan, and Kenomica!

I am in the process of doing 1 plugin with Epic right now, I will surely do my Save System plugin next!

Thanks again for your support!

[FONT=Comic Sans MS]:heart:


i’m pressing learn more on mplayer coding and nothing happens =(

Can’t wait for that :cool:

Is your plugin capable of saving more complex variables like an array of blueprint structs containing arrays of blueprint structs? :rolleyes:

Please tell me the plugin is for your jumping AI.

I will pay whatever you ask to have it.

Yes my save system plugin can save as many nested layers of ustructs and arrays as you want!

Hee hee!



Hee hee! I will have to work on turning my Jumping AI system into a plugin! Video for everyone’s reference:

Rama’s Jumping AI Thread

Three New Nodes, 2-way Conversion from Vector,Rotator,Color to String, and Back Again!

Dear Community,

I was saving out Vector,Rotator, and Color data to a text file using my Victory BP Library node, Save String Array to File.

And found there was no way to convert a vector that was turned into a string… back into a vector :slight_smile:

**Two-Way Conversion Now!**

I've added 3 new nodes to my Victory BP library that enable you to convert Vectors, Rotators, and Colors **back from string data** into the original primitive variable types!

String Data Validity Check

I supply a bool to let you know if the string data was solid or not and was able to be converted properly.

Like on Twitter:

Github Submission to the Engine


**Latest plugin download on the UE4 Wiki: (7.16 mb) **

Not using the latest engine version? Check out my wiki section on which plugin release dates go with which engine version!

**Plugin Release Dates and UE4 Engine Versions**

Victory Plugin Binaries for Packaged Games

**Victory Plugin on Media Fire**

**If your browser is not updating the Wiki download page** to the most recent version, you can use my alternative Media Fire download link!

Please note the mediafire version includes both the editor and packaged game binaries in the same file ♥ Rama


Donations can be sent to me via:




PS: Please note my mediafire link has changed, please use above link to get most recent version :slight_smile:

What is Idea behind saving vectors as string and vice versa?