Here is what your material should (roughly) look like:
And this is the BP - Because I didn’t have Rama’s plugin installed in this project I used the async image downloader - rama’s loader is probably better for you, so just replace that node with rama’s loader.
Edit - Just to note, Rama’s node is a pure one (green rather than blue), this means it doesn’t need to be in the execution path. It’s good to understand the difference - I think of the data being dragged out of these pure nodes when the node which is asking for it is executed. You may already know this or not. In your example, Rama’s node would only be called if your ‘Set - texture2d’ node was executed (Which it isn’t in your case - it’s execution pins aren’t connected to anything).
I've been following this thread lately and have chanced upon a project to finally utilise the awesome features of the Victory Plugin.
But i can't get this plugin to work on Mac.
Can someone please share a installation setup to get this working on Mac? :)
And also how can one use these features for mobile? Like the instanced static mesh feature for iOS and android?
Thanks a ton Rama for the awesome work, but please share some guidelines on how i can get this to work.
Someone in the community needs to help me out with a Mac version as I dont have a Mac so I can't reliably test for it :)
Regarding mobile, Epic is very careful that the features they release work with mobile, I believe instancd static meshes should work yes :)
I'm on the latest version of the editor and I can't see the VictoryPlugin even if I pasted the folder in the Plugins folder... Any idea?
The "latest" version of the engine is a pre-release build not an official build, something that does seem to confuse a lot of people the way it is currently presented.
But a message clearly indicates that you should not be working on your main projects in 4.11 yet as it is not an official release.
The last official release is 4.10, that is what my plugin is still working with.
I wonder how Epic is going to handle everyone wanting their marketplace plugins updated to the pre-release engine builds... :)
Compiling is not the issue, constantly adding to and updating two engine versions worth of updates every time I want to add a node:
victory plugin editor version
victory plugin packaged binaries
victory plugin editor + packaged on media fire
is what takes the time
It is the distribution of the software that is taking me the time, not the software itself
The labor is in having to maintain two versions of updates. And I really am not getting very many donations at all, so maintaining Victory Plugin for two engine versions is just beyond my capacity when offering this whole plugin for free to the community.
Epic really needs to think about this issue when it comes time for marketplace plugins, because if everyone is so impatient to be on the not-entirely-stable-supposed-to-be-test branch, rather than the stable tested branch, it is going to bother everyone if all plugin makers dont always upload for the test branch.
But as I said, having to maintain two versions of the plugin becomes ridiculous.
I wonder why everyone wants the unstable-declared-to-be-test branch more than the official release?
The point of a test branch is for testing, not mainline development!
Yet everyone seems to move over to the latest and supposedly greatest, even though it is just a test branch.
What to do?
Perhaps for certain pre-release builds that are highly preferred, I would simply stop supporting the previous engine version and move on to the pre-release version.
I am under the presumption that this discussion will become a moot point within a few days, when 4.11 is released, but if it seems to be taking too long I will do the upgrade.
This node lets you obtain the actual animated positions of a character, taking frame rate and physics/visual update into account!
**Latest plugin download on the UE4 Wiki: (7.16 mb) **
**Plugin Release Dates and UE4 Engine Versions**
Victory Plugin Binaries for Packaged Games
Donations can be sent to me via:
What if you would only update your plugin once for a preview and only upload the editor version or only the source? You would add new nodes only to the stable one, and never touch the preview version again (unless Epic changes some C++ functions in a new preview that would make your plugin not compile). So you would only have to upload one single version once when Preview 1 is released.
Have you ever seen anyone who wants to do serious development on a Preview release? I think I made very clear that I only need your plugin to work with the Preview to be able to test the preview with a copy of my project and report new bugs to Epic so that they are fixed once I switch my real project to the new stable version. And I think this is how everyone handles it, since this is what previews should be used for
Epic said 4.11 will be released in March, so its still quite a while, way more than a few days
I can get Victory running fine on my mac - with a little adjustment. Rama probably won’t like this solution but…
There are a couple of functions where there’s an error about a class not being allowed to return a ‘False’ bool - I think it’s some node which finds sockets on a character or something. My solution - because I never use these nodes - is to just comment out the class from the .h and the .cpp files.
This also applies to compiling for 4.11 For my purposes I just commented out the functions which didn’t work - it’s a bit of a nasty hack, but it works perfectly for me as I don’t use these character based nodes.
Get your hands a bit dirty is my suggestion! I keep tinkering hoping I’ll suddenly understand C++ (It hasn’t happened yet)
What would probably help Rama is a copy of the error messages from X-code. I think it’s only about 3 classes which all return this error about bools (for Mac 4.10).
Far be it from me to look a gift plugin in the mouth, and however Rama wants to do what he does is fine by me because it’s a marvelous gift to get.
But if—IF—the issue is the work spent updating/maintaining the plugin on two separate branches, I would THINK (again, not the expert here) that doing a single preview-compatible release just once when the preview first drops, and then just ignoring it, without worrying about keeping it updated with the rest of the main Victory Branch (until it gets replaced with the most recent Victory Plugin once the release goes official), would satisfy the general desire to test projects for bugs in preview releases without adding a particularly large amount of workload on your end, Rama.
Make a folder in your project folder called ‘Plugins’
Copy the VictoryPlugin folder into this folder (not the zip file, but the contents of it)
Right click on your project file (With the 'blue ‘U’ icon) and select ‘Generate Visual Studio Files’
Open the solution file (ends with a .sln) - VS will open (make sure you’ve installed this first)
Make sure at the top you’ve got ‘Development Editor’ and ‘Win64’ selected.
In the right hand pane, beneath ‘Games’ (not ‘Engine’), right click on your project name and choose ‘Build’
When it’s built you can close VS and start your project from the launcher or wherever.
Is there a C++ version of this? The file unzips to a Windows binary - I am on a Mac. I’ve been trying to write some simple code to attach a camera to a pawn, take pictures from the camera and save them to disk. I can’t find anything in forums or Github that shows me how to do this. Any help would be greatly appreciated.
I believe you downloaded my PackagedBinaries instead of the actual UE4 Editor plugin which includes the source
Correct link for source code:
What would probably help Rama is a copy of the error messages from X-code. I think it's only about 3 classes which all return this error about bools (for Mac 4.10).
Yes that is exactly what would help me, someone can PM me the XCode error list, I can update the 4.11 version to fix the xcode errors.
I fixed emscripten errors for HTML builds recently.
As per popular request I have upgraded my plugin to 4.11 preview!
[FONT=Comic Sans MS]Happy Valentines Day!
(post is a little late cause it took a long time to do the upgrade)
**Victory Plugin 4.11 For Editor (7.23MB)**
I have updated my Victory Plugin Github to 4.11
I would like to take this opportunity to thank community member Stormwind for inspiring the setup of this Git version!
**4.10 vs 4.11**
To resolve the issue of having to support two versions, I have concluded that **my last supported plugin version for 4.10 is February 6th.**
All future plugin releases will be for 4.11, preview or full release.
4.11 Known Issues
Please note that 4.11 has not been released yet and my support of 4.11 is in beta just like 4.11 is.
A few things have changed in 4.11 preview:
Packaging Victory Plugin requires ability to compile C++.
If you can compile C++ via Visual Studio 2015, then here’s how you package the plugin:
a. In visual studio,** rebuild** all for your chosen build, such as Development (Game) x64
b. Load editor and package game for your chosen build, such as Development x64
Again please note you have to first compile for your correct final build in Visual Studio itself.
Reason: The plugin intermediate folder is not optional and is not regenerated within the Editor during packaging. I cant include it in the wiki file links since it is 135mb of stuff. Intermediate folder is supposed to be optional, and was until 4.9/4.10. I presume it is a bug that currently UE4 does not regenerate the plugin intermediate folder if it is missing, and will have to consult with Epic once 4.11 is released to see if this has been addressed, as it would affect every C++ plugin that was put on the marketplace.
My life will be easier once plugins are officially on the marketplace and the way in which BP-only users can package C++ plugins has been fully ironed out.
Because 4.11 is in Beta/preview, I can only presume this fix is on the way.
So please note there’s nothing I can do presently to resolve this matter of requiring C++ to package for 4.11, and you should not expect to be able to package Victory Plugin for 4.11 unless you have Visual Studio 2015 or are willing to give C++ compiling a try
If you are, you can download Visual Studio 2015 here:
Please note you want the Community version.
Please note that Classes folder was removed, I am using only Public/Private now which compiles faster.
Internal code structure of the plugin has been updated to 4.11 standards.
Have fun playing with my Victory Plugin in 4.11 !
Donations can be sent to me via:
A “little” request: I’m not sure if it’s within the engine already or not, but I would be happy to see a delay node with a float output of how much time is remaining on the delay. I hope it’s ok that I ask for that ^^
Seeing as I needed the functionality and your ISM PR has been sitting untouched for almost a year now, I went ahead and converted it into a editor plugin which can be found here: https://github.com/Web-eWorks/ISMPlugin. Figured I should let you know, as most of the important code is yours. Currently it’s a little buggy, but I plan to fix it up to a production-ready state.