UPDATE ~ More Victory BP Nodes accepted into the Engine!
I am happy to say that the 3 nodes below were accepted into the Engine, and will hopefully be in 4.11 !
**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.
**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
Hi, i found problem in “Load String Array from file”. Patch cant read string if there is characters inside like āšģķīļūņžē e.c.
Is there any way how to fix that?
Hi there, thanks for the video! Explains the issue very clearly
Under the hood I am using Epic’s function:
I presume the characters you are entering are not getting converted correctly within this function.
I could try using a different function, which seems like it would support your character set better:
* Load a text file to an FString.
* Supports all combination of ANSI/Unicode files and platforms.
* @param Result string representation of the loaded file
* @param Filename name of the file to load
* @param VerifyFlags flags controlling the hash verification behavior ( see EHashOptions )
static bool LoadFileToString( FString& Result, const TCHAR* Filename, uint32 VerifyFlags=0 );
However it only loads to a single string, I would need to parse the file myself into an array.
Hey Rama! I love your work. But I have a problem, I’ve gone back to using UE4.7.2, and found that Victory was deleted when I installed new versions of UE4. So I downloaded Victory again to put back into 4.7.2 and activated it, but now the project I was working on won’t open, as the “modules are missing or built with a different engine version” and there is no line in any config file referencing Victory at all, I may have used a Victory blueprint node, but no matter what I do I can’t open my project! I’ve looked at the release date for 4.7.2 and downloaded Victory from https://wiki.unrealengine.com/File:VictoryPlugin.zip that matches the date, but it still is wrong.
First of all, absolutely love this plug-in, has made my life sooo much easier!
Just wanted to mention something with the Real World Time nodes. The Get Current OSTime node return string doesn’t include milliseconds, yet if I append the return string to include .<milliseconds> the Get Time Passed Since Previous Time node accepts it and works as intended, outputting the time passed in milliseconds. Was it intentional to not include milliseconds in the Get Current OSTime? If so, might be worth mentioning how to include it manually in the description since it took me longer than I’d like to admit to figure out that this was the problem.
Hi Rama, just to let you know the plugin you made for me has now seen action on TV! So thanks for that. A small question - does your ip node get the ip on the local network or the internet? (I need to get the local one)
The UE4 function itself declares that it does not return milliseconds:
* Returns the string representation of this date using a default format.
* The returned string has the following format:
* @return String representation.
* @see Parse, ToIso8601
CORE_API FString ToString() const;
Yet, as you say, the parsing function which takes the string accepts it if milliseconds are added onto the end.
For the sake of the node itself it makes more sense if the string includes the milliseconds
BP node Update
So I’ve updated my BP node!
const FDateTime Now = FDateTime::Now();
MilliSeconds = Now.GetMillisecond( );
Seconds = Now.GetSecond( );
Minutes = Now.GetMinute( );
Hours12 = Now.GetHour12( );
Hours24 = Now.GetHour( ); //24
Day = Now.GetDay( );
Month = Now.GetMonth( );
Year = Now.GetYear( );
//MS are not included in FDateTime::ToString(), so adding it
//The Parse function accepts if MS are present.
FString NowWithMS = Now.ToString();
NowWithMS += "." + FString::FromInt(MilliSeconds);
Why Use a Config Var?
Config vars have several benefits
Persistent data storage without using a SaveGame struct or GameInstance, store simple quantities of data and player customization this way! Data is stored between level loads and even after the current instance of the game is shut down.
So in this way config vars have greater persistence than the GameInstance class!
Player-Driven Customization, Players of your game can tweak the config vars that you make available for them on their hard disk, by editing the .ini file directly, just like AAA games! This is the most significant advantage of using config files, and their real core purpose.
Simplicity, simpler to use than the BP SaveSystem (which is quite wonderful by the way), but not quite as powerful in that you can only store basic data types, not UObjects and Actors.
**Organization, **you can create as many config header sections as you want using my nodes, organizing all your custom settings this way!
All of your custom created config vars and sections are stored in:
Players can navigate to this location on their harddrive to edit your ini files just like any AAA game would allow!
Here's what my **Game.ini** file looks like after running some tests!
VectorVar=X=1.000 Y=2.000 Z=9000.123
StrVar=Yay For Custom Config Vars!!!
**Now you have fully featured ability to use config variables entirely in BP!**
PS: Here's example usage!
**Latest plugin download on the UE4 Wiki: (7.16 mb) **
Plugin Release Dates and UE4 Engine Versions
**Victory Plugin Binaries for Packaged Games**
Victory Plugin on Media Fire
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:
No, I mean like a 192.168.0.10 - the address the router gives on the LAN. I’m running some software using the brilliant TouchOSC app on my phone or iPad to drive commands in unreal. The downside is I need to configure the app with the right target address and port in order to talk to the engine and vice versa. Getting the ip would be good to save the operator from having to run ipconfig to get the details.
I’m not sure why you asked in this thread, this effect has nothing to do with what Rama provides here. What you are asking him for is to make a graphical effect and the framework to use it.
This is something you make yourself or hire someone to do it for you, since it’s a fairly specific feature. It’s not something which would fit into Rama’s BP plugin.
Create your own topic and ask nicely, someone might do it for you. The UE4 community is generally very helpful, so it’s worth a try.