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

Ouch, I was just told to use your plugin to mess with instanced static meshes :frowning:

Do you happen to have a tutorial about working with instanced and hierarchical instanced static meshes? I couldn’t find any tutorials, especially for the latter :frowning:

If you are wanting to learn how to use instanced static meshes in C++ my code that is still the VictoryEdEngine plugin will definitely be useful for anything you do during runtime!

The thing that doesnt work right now is having the instanced data get serialized on the property itself, so when the constructor runs the instances are cleared.

If you are working with ISM’s during runtime all of my code will be extremely useful :slight_smile:

Rama

Unfortunately I don’t know much of C++ and I’d simply want to know how to make hierarchical instanced static meshes to build modular maps offline.

I’m sorry, but I really can’t manage to find it. Could you please post the link?
Are you sure we’re both talking about VictoryEdEngine and not VictoryEngine?

Thank you in advance.

Hi,
I noticed crash on Android in 4534 line in VictoryBPFunctionLibrary.cpp file (VictoryPlugin/VictoryBPFunctionLibrary.cpp at master · EverNewJoy/VictoryPlugin · GitHub) when I try to load cooked texture larger than 500x500.

I get the error:

and nothing more… Any additional message and even not stack trace.

What’s interesting, the same texture but downloaded by DownloadImage node works good.

So let’s me introduce cases:

  1. 500x500 with DownloadImage works
  2. 960x960 with DownloadImage works
  3. 500x500 with cooked texture works
  4. 960x960 with cooked texture doesn’t work

Anyone knows what’s wrong?

Latest version of Victory Ed Engine (Vertex snapping!) is here:

Again please note I could not update the Victory ISM editor to 4.12 due to engine changes which have no simple workaround. I will have to examine this indepth when time permits :slight_smile:

Have fun with vertex snapping!

Rama

Strange that that only happens on Android, re: large textures, I will investigate at my nearest opportunity and let you know what I uncover, if anyone else has any contributions on the matter let us know!

:slight_smile:

Rama

UMG Suite of BP Nodes for You! Remove Widgets Of Class, Get First Widget of Class, and many more!

Dear Community,

Our lovely UE4 Community member Kris contributed some new UMG nodes to Victory BP library, and I decided to take the opportunity to let you know about the full Suite of UMG BP nodes that are available to you in my Victory Plugin!

New From Kris:

Get First Widget Of Class

Get Widget From Name

Widget Get Children Of Class

Widget Get Parent Of Class

Widget Is Child Of

Existing UMG Nodes From Me, For You

Is Widget Of Class

Remove Widgets Of Class

Get All Widgets Of Class: //<~~~~ This one has been in the main UE4 Engine since 4.7 ! :heart: Rama


**New Download for UE4 4.12 (55mb, Media Fire)**
https://www.mediafire.com/?ieovbd5l9d7yub2

♥ Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you ♥

1. Win64 Development
2. Win64 Shipping  **&lt;~~~~~~ NEW!**
3. Win32 Development
4. Win32 Shipping
4. HTML5 Development
5. HTML5 Shipping **&lt;~~~~~~ NEW!**

Please see my instructions for [Packaging UE4 Plugins With Your Game](https://forums.unrealengine.com/showthread.php?3851-(39)-Rama-s-Extra-Blueprint-Nodes-for-You-as-a-Plugin-No-C-Required!&p=476476&viewfull=1#post476476).

Prior Engine Versions

**4.11: **http://www.mediafire.com/download/jp91b9atphm2obt/VictoryPlugin11.zip


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

♥

Rama

Figure a quick explanation of these widgets is order, for those who aren’t sure of their usage.

Get First Widget Of Class
This is just for conveniences sake.
If there is only ever one version of a particular widget at a time (such as a menu screen), this will get it as quickly as possible without having an existing reference to it.

Get Widget From Name
Exposes existing C++ function that the user widget class already had.

We use it in GB to create different screens that do not share a base class or layout through the same macros/function, without the need to pass along a reference to a particular.
Instead, the macro/function finds a Widget Switcher that uses the name “ScreenContainer” and continues.

Widget Get Children Of Class
Finds all widgets of a certain class that are children to an existing widget.
They do not have to be direct children or visible.
If they are in the chain of widgets somewhere below the parent widget, the function will find them.

If you want to generate a bunch of similar entries in multiple lists, then assign them later, this makes it very easy.

Widget Get Parent Of Class
Finds a widget of a certain class that is a parent to an existing widget.
They do not have to be a direct parent or visible.
It doesn’t matter how far down the chain of widgets you are when you call this function - if the a widgets exists somewhere up the chain, it will find it.

This one has been particularly useful in GB, allowing us to get a reference to the parent manager without passing around references or cycling through widgets of a similar class.

Widget Is Child Of
Exposes existing C++ function that the widget class already had.
Superseded by GetChildOfClass, but still might come in handy.

Does it work on Android?

Btw, if instanced mesh editor doesn’t work with 4.12, how do I manually turn bunch of static meshes into hierarchical instanced static meshes ?

@Rama: Is it possible to build a scene element (rock formation, comprised of many copies of the same static mesh) and then add those meshes it’s made of to HISM BP without using your plugin?

@Kris

Thanks for sharing the in-depth explanations!



[QUOTE=motorsep;549603]
@Rama: Is it possible to build a scene element (rock formation, comprised of many copies of the same static mesh) and then add those meshes it's made of to HISM BP without using your plugin?
[/QUOTE]


As I mentioned Epic has integrated the spirit of my very old pull request for an Instanced Static Mesh Editor feature in their Actor Merging experimental (now no longer experimental!) feature!

I'd love to know how you get along with using this new feature!

3ff90aee725d6231c06b42fb874cbdb0f35c6cea.jpeg

:heart:

Rama

Hey @Rama Thanks for the plug in, Ive tried on 4.11 , its works fine, only the ISM is temporarily disabled. When will this feature be reapplied?
Thank you

Hi please see this post just above your question :slight_smile:

:slight_smile:

Rama

lol thanks Rama i searched for the answer , typical the answer was right there the whole time :slight_smile:

Victory Append Inline, Easily And Efficiently Construct Text Documents in Blueprints

0a463cc281a301112e85ea39b5110ce83a805fb8.jpeg

Dear Community,

This node allows you to easily add together strings / FText to construct a dynamically generated document / tooltip / anything you want!

The primary advantage is that no new vars are created in the process, the existing variable data is modified instead, which is why I am calling it “inline”.

This vastly speeds up the workflow of adding to a string many many times!

It is also ultra-efficient if you want to add like 1000 lines of text together, the same single string variable memory space is simply being added to over and over. Lightning speeds! :slight_smile:

I also provide you with the option to add a newline / carriage return automatically, which defaults to disabled.

:slight_smile:


**New Download for UE4 4.12 (55mb, Media Fire)**
https://www.mediafire.com/?ieovbd5l9d7yub2

♥ Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you ♥

1. Win64 Development
2. Win64 Shipping  **&lt;~~~~~~ NEW!**
3. Win32 Development
4. Win32 Shipping
4. HTML5 Development
5. HTML5 Shipping **&lt;~~~~~~ NEW!**

Please see my instructions for [Packaging UE4 Plugins With Your Game](https://forums.unrealengine.com/showthread.php?3851-(39)-Rama-s-Extra-Blueprint-Nodes-for-You-as-a-Plugin-No-C-Required!&p=476476&viewfull=1#post476476).

Prior Engine Versions

**4.11: **http://www.mediafire.com/download/jp91b9atphm2obt/VictoryPlugin11.zip


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

♥

Rama

Trouble packaging 4.12.3 in Development mode with compiled engine

Dear Mr. Rainbow Warrior,

Thank you so much for your contributions to the UE4 community.

I’ve been using your plugin for a few months now and all was well until I tried to package the plugin with my very slightly custom compiled version of 4.12.3. While everything compiles correctly in order to be used with the editor, and everything runs beautifully, I get about 300 of the following types of errors while trying to package my game:

The same errors show up when compiling the game for “Development, Win64” in Visual Studio, but do not show up when compiling the game for “Development Editor, Win64”. I’ve copied your source directly from GitHub - EverNewJoy/VictoryPlugin: Rama's Victory BP Plugin into my Engine/Plugins/Runtime folder and built the engine in both “Development Editor, Win64” and “Development, Win64”, with no errors for either one. Project runs great when launched from within the editor.

To me it seems that when compiling in game only mode, it is referring to classes that haven’t yet been defined to the compiler.

Is there a direction you may be able to point me in to do some further troubleshooting on my own?

Thanks so much,
Cameron

EDIT: I had a hunch so I added #include “Engine.h” to all of those files that had an error thrown at compile time, and it seemed to fix the issue. I’m assuming that means there’s some module I’m not properly including in my packaged game, but I already have “Engine” called out in the <projectfile>.Build.cs file (tried in both Private- and PublicDependencyModuleNames), so I’m not sure where else to look.

Rama great plugin love it but I have a problem. When ever I go to cook or package project it always fails and teels me binaries are missing automation tool failed. How do I fix this? Im using newest update for 12 and installed in the engine\runtime, lets me use plugin no problem but its been 5 months since I have been able to package project since i started using the plugin please help!

Dear Cameron,

First of all,

[FONT=Comic Sans MS]Welcome to the forums!

And what a grand entrance!

Thank you for sharing your research!

I don’t know why you have to explicitly say #include “Engine.h”, as I dont get any errors when I use Epic Marketplace’s build process.

Very strange! Surely needs further investigation, thanks again for posting!

:heart:

Rama

Are you using a custom engine version? When I package victory plugin, setup with the marketplace build process for C++ plugins, it just sort of works, and the C++ marketplace packaging process goes thru without any errors.

What platform are you compiling for?

:slight_smile:

Rama

Hi Rama,

first - Thankyou for your contibutions! you saw are a true rainbow warrior! secondly, I’m not sure if you take requests - But I thought why not…

Can you add something to the BP Victory plugin to help us define genericTeam ID’s for pawns? To allow BP only designers to fully utilise the AI Perception system as intended?

Thanks for reading :smiley: