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

I know right? :wink:

Did it work for you as intended? :slight_smile:

android platforms can be?

Hi Rama,

I have everything put in the correct place. The Plugins folder under my project and the ini file edited. But getting this error when I load up that project. If I leave out the entry in the ini file, the project loads, so I assume there is an issue with that ini setting. My DefaultEngine.ini has this entry. I also removed +ActiveGameNameRedirects=(OldGameName=“TP_ThirdPersonBP”,NewGameName="/Script/gamename")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPersonBP",NewGameName="/Script/gamename") so that does not make any difference.

In the error message, it seems to be pointing to drives and folder that do no exist on my computer.


Unknown exception - code 00000001 (first/second chance not available)

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

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]


Hey Rama! I’ve got another idea for a node :rolleyes:

The command “stat unit” is telling you the frame time for game thread, render thread and GPU. As far as I know there is no way yet to access that information from blueprint. A node like “GetLastFrameStatUnitTimes” with 3 float as output (game, render, GPU) would be really helpful since it would allow to easily display to the player whether he is limited by his CPU or GPU.

There are a few games that do this and I always thought its really helpful. Often players experience low fps and turn down graphics settings so that the game is super ugly, but in some games that are CPU limited thats not giving any advantage in fps, it just makes the game ugly.

Being able to tell the player (in the graphics settings) that he is CPU limited would help a lot in these situations. Such a node would also allow to run graphics setting detection scenes that automatically set fitting graphics settings. At the moment you can only access the frame time, so such an automatic routine would set the graphics settings to super low for someone who has an old CPU and a new GPU. Such a routine would only work well if it could access the different frame times.

I first expected the “stat unit” information to not be available in a packaged game with shipping configuration, but it works there too!

That’s a great idea John! I am adding it to my list!



Three New Key Rebinding Nodes, Remove Key Bind, Get All Key Binds For Key

Dear Community,

I’ve added 3 new nodes for your entertainment!

These nodes enhance my key binding BP nodes, by allowing you to remove axis or action mappings, and also get all axis/action mappings that use a particular key!

See pic!


**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:




Rama - searching through this huge 33 page cumbersome thread to try and find an answer - can I use “Victory Save Pixels” node with a different file format that .png?



android platform play Sound system crash


So using the “Victory Save/Get Custom Var TYPE” nodes seem to haphazardly stick in memory… only half as much? I’m using these in blueprint only at the moment… and when I save the variables on action - they write to the game.ini file successfully and accurately. . . . if I stop gameplay, change STRING types inside the .ini - and replay in editor… the old values stay the same.

HOWEVER - if I use a bool and do the same methods above - the values update when playing new sessions. I can flop between false/true and they update. . . it seems the strings are getting stuck in memory, never releasing and updating ont he file load/call to read the variables… just a hunch.

Anyone else noticing this, or am I doing something wrong?


The ini file is loaded when editor loads, you have to run the game from commandline (right click uproject and say launch game), and then close and relaunch game, if you want to see those ini values changing.

Otherwise you can close editor and restart editor.

ini files are meant for 1 time initial loading

You may want to write out your data to a string array instead of an ini file, I provide nodes to do this :slight_smile:

just look up “save string” in context menu :slight_smile:

you should verify that returned sound cue is valid before using it! Let us know if an IsValid check returns true/false correctly and then prevents crash.

Rama - searching through this huge 33 page cumbersome thread to try and find an answer - can I use “Victory Save Pixels” node with a different file format that .png?

I can write that functionality, why do you need a different format?



BP Node To Retrieve Your Computer’s IP Address!

BP Node to Get Your Computer’s IP Address!

Dear Community,

I’ve finally succeeded at implementing a node that many have been trying to implement since the Beta!

This is a BP node that gets the IP address of your computer!

My node relies on http://api.ipify.org, a free and easy way to get your current IP address.

Because this node involves an HTTP request I can’t make it a static library node, so I instead made a VictoryPC class that contains only this functionality.

You can easily re-parent your current player controller blueprint to use my plugin VictoryPC class!


and if you are not using a PC already, make sure to go to World Settings and use my VictoryPC as your player controller!

As long as my Victory BP Library is an active plugin for you, then this VictoryPC class will show up!




Now we can all get the IP address of the local computer for use with multiplayer games or webserver activities!




Here’s the setup you should create in your Blueprinted version of my VictoryPC!


**C++ Source Code For You**

Here is the C++ source code I wrote just earlier today!


bool AVictoryPC::VictoryPC_GetMyIP_SendRequest()
	FHttpModule* Http = &FHttpModule::Get();
		return false;
		return false;
	FString TargetHost = "http://api.ipify.org";
	TSharedRef < IHttpRequest > Request = Http->CreateRequest(); 
	Request->SetHeader("User-Agent", "VictoryBPLibrary/1.0");
	Request->SetHeader("Content-Type" ,"text/html");
	Request->OnProcessRequestComplete().BindUObject(this, &AVictoryPC::HTTPOnResponseReceived);
	if (!Request->ProcessRequest())
		return false;
	return true;
void AVictoryPC::HTTPOnResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)




Two Nodes to Copy and Paste From the Operating System Clipboard!

Dear Community,

I present to you today 2 new nodes that allow you to copy and paste from the OS clipboard!

Please note this has different implementations for different platforms:

and Android

are definitively supported!

**Video of Usage**

Here's a video demonstrating how this node really does work with the OS clipboard!


**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 :heart: Rama


Donations can be sent to me via:




Hi Rama - great clipboard node, did you read my post on this? I managed to fudge one like this together - I was wondering, should it be possible to copy other things to the clipboard like images and stuff?

Hope you’re well!


wow nice job, on getting the IP of the player, great for multiplayer. Wish there was a way to also ping that IP from another client.

Hi there Dannington! Congrats on your own coding victory!

I will investigate copying images and other data to the OS clipboard!



You should check out


/* @return network number */
virtual FString LowLevelGetNetworkNumber()

You can get netdriver with:

UNetDriver* Driver = GetWorld()->GetNetDriver();

Hey rama - using an older version of your victory plugins kit;

I found that saving pixels to array node gives a bad image when saving it to the hard drive. . . . this is when I’m saving a 2d texture that I am using inside my project, and saving it to the SAVED/CONFIG/WINDOWS/ as a .png with the below node setup. . . also showing what the picture turns out to be like.

If I DOWNLOAD the image (Right now I’m just using facebook image from a web URL) and do the same method, it works just fine… What would you suggest doing for this method?

Using an avatar image for my logged in customer (multiplayer community) who’s avatar image would be locally stored onto the device whenever it is changed or initially set (game for first time) - so as when he continuously logs into the game - it is already there and doesn’t need to be redownloaded or re-instantiated. . . just reads the filepath from the .ini file I am creating.

I actually found the solution HERE- one of your GLORIOUS victory plugin nodes you had posted on someone else’s forum post. Thanks again for sheer excellence Rama!

Thanks for the answer on the plugin not working for 4.10. Then we successfuly made it to work.

We were using only few nodes where we accessed files via Victory Blueprints, but now we are using another approach and we don’t need the plugin anymore and it’s taking up 1.8GB.

But Unreal always crushes when we try to remove the Plugin.

There are three actions I can do:
1/ Remove these lines from DefaultEngine.ini

2/ Uncheck Plugin in Editor

3/ Delete VictoryPlugin from Plugins folder

I assume the correct order of these action is 1,2,3 according to wiki entry.

But there is one odd thing. The only case when editor doesn’t crash is when I have the Plugin checked in editor, and I don’t have any lines in DefaultEngine.ini file. Then if I try unchecking the plugin or deleting the VictoryPlugin folder the editor crashes.

You also written before “1. make sure plugin is at project level not engine level” but when I searched “C:\Program Files\Epic Games\4.10” for “Victory” I found nothing. I also searched file C:\Program Files\Epic Games\4.10\Engine\Config\BaseEngine.ini for “Victory” without results. Can you help me please?

I’ve had this kind of thing before, you need to check every blueprint for things like variables whose class no longer exists. Maybe you have a reference to a rama specific blueprint in there somewhere. I had the same problem when I tried to remove a now very unsupported epic plugin. There was one reference to this specific blueprint class buried in a blueprint that was crashing the engine every time.

You’re welcome Walldiv!

I am glad you got it working and are enjoying the plugin BP nodes!


Thanks for sharing this research/info Dannington!

I hope it helps you VRPixel!

It does sound like there must be some BP node specific to the plugin left somewhere in your blueprints.

Also make sure you are not using any of the plugin specific classes still, like VictoryISM, VictoryPC, and VictoryTMapComp.