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

Hi Rama,
Thanks for the plugin… it is indeed useful as it is… and also for me to understand Unreal C++ underlying code…

Btw, I am still using 4.10.4 - will only start using 4.11 when 4.11.1 appears. Therefore, I am downloading the plugin from this page: A new, community-hosted Unreal Engine Wiki - Announcements and Releases - Unreal Engine Forums
And from this thread, the version known to work with 4.10 is dated 6 Feb 2016. But the file doesn’t contain source code, only binary files. So I downloaded the previous to that…which dated 15 January 2016. Now compile is fine.

However I noticed that there are missing files from source code which are GameMode (plus several other files). Are those files now are split into different projects?

Awwww thanks Rama !

Hey John,
I created a pause button on my project, how do I make it pause when I touch it and not click on the keyboard (because there are alot of guides for that one).
I don’t even need the whole blueprint - only how to attach to that button ANY kind of command (jump, run etc…).

Thank you.

@adamwisi, in your widget design window, you should have different actions to assign in the details of your button (scroll down the details panel). Clicking the green zone with “+” adds an event which you can attach to something.

@Rama : since I’ve installed your plug-in, I can’t export to HTML5, and I’ve got a “WARNING root: java does not seem to exist, required for closure compiler, which is optional (define JAVA in ~/.emscripten if you want it)”. I don’t remind having it before. When I deactivate your plugin, the warning stays but export works. Note : there has been an update today (on both 4.10.4 and 4.11 preview6).

Yeah, when I suggested a “do-once-and-drop” for the preview releases, I had no idea that such radical changes were being made across incremental versions.

I’d LIKE to think that the reason for this is simply that Epic is making some deep changes in advance of marketplace plugins to obviate this type of thing in the future and it’s just a one-off problem with bad timing (it seems like both times Victory did weird stuff, it was in making references to other plugin libraries), but honestly who knows at this point.

I can certainly say I HOPE that’s what they’re planning, because if this is the sort of thing everyone with a marketplace plugin is up against, marketplace plugins are dead in the water. I mean, near as anyone can tell, nothing that broke in Victory even had anything to do with the feature changes Epic is making between these version numbers. It’d be one thing if a plugin was hooked into audio decoding and then that got updated, but this is stuff completely unrelated to the features and bugfixes Epic has listed for these incremental updates, it seems like.

I don’t get it.

When I say I’m out of my element when it comes to coding I’m not at all kidding (I had to look through the Victory source for obvious comments to figure out that // is how you comment out a line. That’s how out of my depth I am poking around in there.)

I just successfully packaged for HTML5, no issues. But that is because I could recompile for HTML5 using Visual Studio.

The problem with the new Epic policy of plugin content going in the Engine folder is that then the engine wants to compile that plugin for every platform you want to ship to, and if the original author does not include that particular build and you dont have C++ powers, then you are rather stuck, unable to use a platform if even a single plugin you are using does not ship to that platform.

So that means that the range of platforms you can ship to is the intersection of all of the platforms supported by all of the plugins you have installed!

Rather problematic in my opinion. I really enjoyed the project-level plugin system for its greater independence and less dependencies like this.

I can include HTML5 packaged builds with future updates, but it will increase the distributable size by

Really the answer here is bananas + C++ programmers to recompile for your target platform.

I have a phrase, “Always Check Your Pointers!”

More info here:

Entry Level Guide to UE4 C++

:slight_smile:

Rama

New BP Networking Node ~ IsSinglePlayer

Dear Community,

New BP Node for you!

This node is great if you want to know that there is currently no networking state at all, neither Dedicated, Listen, or Client, but only Standalone / Single player.

You can avoid running any multiplayer logics using this node and a branch.

New Download (28mb, Media Fire)

Please note my downloads also include Win64 Development and Win32 Shipping packaged binaries.

Please see my instructions for Packaging UE4 Plugins With Your Game.

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

:heart:

Rama

HTML5 Packaged Build Now Supported

Dear Community,

I am now supporting** Development HTML5** as a packaged build.

Keep in mind if you want ship to mac or mobile and you dont have C++ powers, then you should not put my plugin in the Engine Directory, as it will prevent you from packaging. This is true as of 4.11.6, I hope Epic can address this issue of plugin packaging platform interdependency.

New Download (29.5mb, Media Fire)

Please note my downloads also include Development HTML, Win64 Development and Win32 Shipping packaged binaries.

Please see my instructions for Packaging UE4 Plugins With Your Game.

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

:heart:

Rama

G’day,
Can someone please direct me to the page where I can find all the available versions to be downloaded?
I found it the other day for the life of me I can’t find it again!

Edit: Nevermind found it :slight_smile:

Edit Edit:
So I finally got a version that has popped up in my Window > Plugins bit, activated it, restarted UE4 and all seems okay.
I’ve added the -
[/Script/Engine.Engine]
UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine
into my Project .ini as described in the wiki but it crashes my project on load :frowning:
(error attached as notepad)

The above crash has been asked a few times in the UE4 Answer Hub, but with no answers to solve it.
Any ideas, anyone? :expressionless:

Hey Rama,

i’m using your rebindable key source code section for my project, obvious you will be credited, thank for your awesome work :slight_smile:

The instanced static mesh editor is amazing. As small issue the instances dissapear if moving the blueprint or setting instancedStaticMesh to static-mobility. Is that known issue or I am doing something wrong? I made own actor class since couldnt find the VictoryISM-class. Using 4.10.4. Wouldnt want the instanced meshes to be moveable mobility (or does that cause much performance hit?).

Edit: Also when reloading level, the instances vanish from the blueprint. I must be doing something wrong or the 4.10.4 have some strangeness.

Edit2: Got it working now. Hadnt the victory plugin installed right. Combined newest link with 4.10 compatible files. Got rid of all my issues. :slight_smile: Massive thanks for this.

Now noticed the instance culling values have no effect in instanced static mesh editor. The more mesh types I convert, the more overall FPS drops. Is there some workaround for that?

Edit: Seems like its engine build related. Made a ticket: https://answers.unrealengine.com/questions/384869/instance-cull-distance-dont-work-with-repro.html

Edit2: Nevermind - that wasnt bug. Just will use the instances more locally then. Very excited to see the results. :slight_smile:

Is there anyway of getting the plugin to work without that hot key script lines to be added to the projects .ini file?
I just want to use the ‘I’ command to join the meshes together, but adding that hot key line to the .ini file crashes it every time

Sorry to keep spamming this forum, I’m not getting any help in the UE4 Answer Hub as a few others have asked the same question.
I’m having serious trouble getting the Vertex Snap Editor Plugin with the Rama VictoryPlugin.
I have just updated to the latest preview version 4.11.0 Preview 6
cb079fde0cc026e916ade9409788ac797fce84af.jpeg

Step 1) I’ve downloaded the latest VictoryPlugin from link posted above - VictoryPlugin16
Step 2) Extracted it into the folder …\Epic Games\4.11\Engine\Plugins\Runtime\VictoryPlugin
Step 3) Started a new Project and made sure the Rama VictoryPlugin is turned on
9e34b2c30d8ecb07ee4b902a2d197ce7b761cb9c.jpeg
Step 4) Downloaded the Vertex Snap Editor Plugin from A new, community-hosted Unreal Engine Wiki - Announcements and Releases - Unreal Engine Forums
Version 03:39, 22 December 2015
Step 5) Extracted it into the folder …\Epic Games\4.11\Engine\Plugins\Runtime\VictoryEdEngine
Step 6) Loaded up my project and ticked the VictoryEdEngine plugin on
c326368b893e66b4b99569b013c0e568871f048f.jpeg
Step 7) Added the code to projects DefaultEngine.ini file
[/Script/Engine.Engine]
UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine
Running the Project I get the error message
55272e7b469e6d7b79da7449de95ee9a04330a04.jpeg

So I remove the code from the .ini file and I get this instead
aac470ef1545708ef495e89bb8ad122f4d9cfd1f.jpeg

If I click No I get this
1e6bdde7be6aaeef3294b64d294931105ecffa02.jpeg

and then it doesn’t load, just does nothing…
I’m at my end of trying things, I have no idea what I’m doing wrong? :frowning:

Hi Rama,

I’m using the ISM plugin and I also have the blueprint library installed. The ISM is fantastic, and greatly needed for my project. This is a brilliant tool, but one thing that I have found frustrating is that, when I select some static meshes and press “i”, the ISM’s that appear in the World Outliner can’t be copy/pasted, so I have to keep un-instancing them (“shift+i”) in order to duplicate modular pieces. I don’t know if its possible, but it’d be really helpful if the ISMs that are created can be copy/pasted, and even better if they were somehow written to the content browser so they looked and behaved like regular blueprints. Anyway, thanks for the tool, and do let me know if these things are available in later builds (I’m using ones from December with Ue4 v 4.10).

You dont include these lines for victory plugin, this will crash your engine because you are trying to include VictoryEdEngine which is not part of the Victory BP Library any more.

Sorry for the confusion, its becuase at one time VictoryEdEngine was part of Victory BP Library and now it isn’t, it is a separate download here:

VictoryEdEngine Download

You can skip the config step entirely if you just want Victory BP Library

EDIT:

The VictoryEdEngine has not yet been updated to 4.11, because 4.11 is not out yet officially.

When it is I will update to 4.11

So you are getting crash cause you are ahead in engine version :slight_smile:

Easy way to know what current version is, I list it here (now):

:slight_smile:



[QUOTE=ZioYuri78;486128]
Hey Rama,

i'm using your rebindable key source code section for my project, obvious you will be credited, thank for your awesome work :)
[/QUOTE]


Yaaay! I am glad to hear that!

You’re welcome!



[QUOTE=samuelthomson;487873]
Hi Rama, 

I'm using the ISM plugin and I also have the blueprint library installed.  The ISM is fantastic, and greatly needed for my project. .... when I select some static meshes and press "i", the ISM's that appear in the World Outliner can't be copy/pasted
[/QUOTE]


When I upgrade VictoryEdEngine to 4.11 I can check this out in greater depth! If I forget do remind me 

:)

Rama

hi Rama! First of all your plugin is simply amazing, im loving it! I was wondering one thing, would it be possible for you to create a node that act like the “open Level” node, but without freezing the rendering, so people could draw their animated loading screen then it would not become frozen during the loading? Thanks for reading. :slight_smile:

ps: I am using level streaming for just that now, and its quite alot of trouble for as little as an animated transition between main menu and the map. It works, but I wish I could keep my maps separated without needing c++ for the loading screen.

Hi there!

Very nice to hear from you!

You can accomplish async loading by doing this

ConsoleCommand
“servertravel mapname”

See pic!

I used one of my BP nodes that generates a space between string entries

Enjoy!

Rama

New BP Node ~ Get Actor Time In Play! How long has it been since this actor was created?

Dear UE4 Community,

In this latest node release I am giving you built in easy way to know how long an actor has been alive, since the time it was spawned!

This node does not cause any extra load on UE4, I am simply dynamically calculating the time based on the actor’s creation time, relative to Get World Time Seconds.

New Download (28mb, Media Fire)

Please note my downloads also include these packaged binaries:

  1. Win64 Development
  2. Win32 Shipping
  3. HTML5 Development

Please see my instructions for Packaging UE4 Plugins With Your Game.

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

:heart:

Rama