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

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?

7e2b06bb38dca92aa25b0c60a5cca3903c2a373f.jpeg

@Sahkan,@Rama

android platform play Sound system crash58c3ca8293fbed2580716c724682008597bea914.png

why?
Thanks?

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?

ac7f657e483caf05027f13e39418df7ee12eed71.jpeg

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.

[QUOTE=walldiv;430717]
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?

:slight_smile:

Rama

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!

File->Reparent

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!

Download:


**Celebration!**

Yay!

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

Enjoy!

Rama

Pic

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

2902549c08d489d31bb43f8a7049793370d4801e.jpeg


**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();
	
	if(!Http)
	{
		return false;
	}
	 
	if(!Http->IsHttpEnabled()) 
	{
		return false;
	} 
	//~~~~~~~~~~~~~~~~~~~
	
	FString TargetHost = "http://api.ipify.org";
	TSharedRef < IHttpRequest > Request = Http->CreateRequest(); 
	Request->SetVerb("GET");
	Request->SetURL(TargetHost);
	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)
{
	this->VictoryPC_GetMyIP_DataReceived(Response->GetContentAsString());
}
 


```



♥

Rama

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:

Windows,
Linux,
Mac,
IOS
and Android

are definitively supported!


**Video of Usage**

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

https://youtube.com/watch?v=ZkjEhirAlIk

**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**

https://wiki.unrealengine.com/File:VictoryPluginPackaged.zip

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**

Donations can be sent to me via:
http://lightningfitness.org/donate/

Enjoy!

:)

Rama

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!

Dan

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!

:slight_smile:

Rama

You should check out

NetDriver.h



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


You can get netdriver with:



UNetDriver* Driver = GetWorld()->GetNetDriver();
if(Driver)
{
    
}


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?

PURPOSE:
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
[/Script/Engine.Engine]
UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine

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!

:slight_smile:

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.

:slight_smile:

Rama

Draw Circle now an engine node!

Dear Community,

I submitted a C++ pull request to Epic to make Draw Debug Circle into a blueprint node, and now it has been released in 4.10!

From the 4.10 release notes:
“New: Blueprints can now draw circles via the Debug Draw Circle node.”

Here are some pics from my Victory BP Library version!

Make sure to check out “Draw Debug Circle!”

af68277ba636b7e04fc6af9b982616b2340402e4.jpeg

Enjoy!

Rama

Blueprint Node to Identify Graphics Card Brand of End User / Player

Dear Community,

I’ve just released a new node that lets you know the Graphics Card Brand of the end user!

Essentially, this node will return the graphics card brand for whichever computer is running the UE4 engine at the time that the node is run!

Currently works for AMD, NVIDIA, and Intel!

I also return the Vendor ID if the vendor is not one of the three above.


**Latest plugin download on the UE4 Wiki: (7.16 mb) **
https://wiki.unrealengine.com/File:VictoryPlugin.zip

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**
https://wiki.unrealengine.com/Rama%27s_Vertex_Snap_Editor_Plugin#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

https://www.mediafire.com/?ieovbd5l9d7yub2

Donations

Donations can be sent to me via:
http://lightningfitness.org/donate/

Enjoy!

:slight_smile:

Rama

Hey guys,
I am being unable to successfully install the victory ed engine part.
I keep getting this error ---------->

I have got rama victoryplugin from here: VictoryPlugin
and the Victory Ed Engine from here: A new, community-hosted Unreal Engine Wiki - Announcements and Releases - Unreal Engine Forums

Both links are taken from ramas victory plugin wiki. I don’t know what I am doing wrong. The victory plugin is available in the plugins menu of ue4 if I only copy paste its folder. Copying VictoryEDEngine folder gives me the incomparability error. I havent even gotten to the point of editing my DefaultEngine.ini.

Any help would really be appreciated guys!

Thanks

Any one? :frowning:

You have to be using a compatible engine version, what engine version are you using?

:slight_smile:

Rama

Dear Community,

I’ve just released two new nodes to help you with all of your** collsion surface distance checks**!

These nodes let you easily tell how far a given point is from the actual PhysX surface of any UE4 game object with collision / primitive component!

I’ve even given you a node that let’s you directly check the distance between the physical surfaces of two objects!

See pics!

These nodes work with Characters and Skeletal Mesh actors that have physics assets!


**Distance Between Surfaces Of Two Objects**

![6b63e52de9205cb6a07392fec3226bdf5fb84299.jpeg|1273x835](upload://fk173M0m6T8zQVYU8Estu6uKiUh.jpeg)

![SurfaceDistanceBetweenBP.jpg|1275x712](upload://ywRLLph4drEwZXiZR6GnrLeasFk.jpeg)

World Point Distance To Collision Of Any Object

42686311a9773f2c63184ad34db5dc74c22ddbb9.jpeg


**My C++ For You**

Here's the C++ code for my algorithm to get the distance between the colliding surfaces of any two objects!



```


float UVictoryBPFunctionLibrary::GetDistanceBetweenComponentSurfaces(UPrimitiveComponent* CollisionComponent1, UPrimitiveComponent* CollisionComponent2, FVector& PointOnSurface1, FVector& PointOnSurface2)
{
	if(!CollisionComponent1 || !CollisionComponent2) 
        {
            return -1;
        } 

        //Closest Point on 2 to 1
	CollisionComponent2->GetDistanceToCollision(CollisionComponent1->GetComponentLocation(), PointOnSurface2);
  
	//Closest Point on 1 to closest point on surface of 2
	return CollisionComponent1->GetDistanceToCollision(PointOnSurface2, PointOnSurface1);
}

_


```



**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**

https://wiki.unrealengine.com/File:VictoryPluginPackaged.zip

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**

Donations can be sent to me via:
http://lightningfitness.org/donate/

Enjoy!

:)

Rama