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

Hee hee!

Lovely to hear from you @Tymax!!!

Congratulations on learning C++ !

:heart:

Rama

Oh I will have to download the preview build and figure out what is going on there, 1 moment

EDIT: was the 4.13 preview 1 taken back down? I restarted my launcher and I can’t seem to add a preview build of 4.13 no matter what I try :slight_smile:

:slight_smile:

Rama

ConvertStringToVectorRotColor.jpg

Dear Community,

I was saving out Vector,Rotator, and Color data to a text file using my Victory BP Library node, Save String Array to File.

And found there was no way to convert a vector that was turned into a string… back into a vector :slight_smile:


**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.

Like on Twitter:

Github Submission to the Engine
https://github.com/EpicGames/UnrealEngine/pull/1795


**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  **<~~~~~~ NEW!**
3. Win32 Development
4. Win32 Shipping
4. HTML5 Development
5. HTML5 Shipping **<~~~~~~ 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

Hey there, your Plugin rocks!
All These new Nodes are very usefull!

A question/Feature request:

Is it possiblte to implement TMap und TSet with your plugin?
Probably not because we don’t have These types in Blueprint. But is it possible to create “your own” Type ?

Your question is excellent!

Actually I already implemented Tmaps as a custom actor component!

VictoryTMapComp

The types are fixed for technical reasons, if there’s a pairing of data types you need that is base engine types let me know!

:heart:

Rama

PS: see next post :slight_smile:

Victory TMap Component

bb75874a149303af4651f3ddd1aa90d9ed5bbf1c.jpeg

Rama’s Blueprints TMap Solution!

I’ve now made a BP TMap solution!

TMap is a data structure that is not yet exposed to BP, but I’ve made a component-based solution for you so that you can use TMaps in BP!


**What's a TMap?**

Really it's name is "Map" and T is the class specifier in C++, but I tend to call them TMaps since Map is a rather generic word.

A TMap is a data structure based on Key,Value pairs, where for any Key there is only one Value.

This allows internal data structure look up times that are much faster than a regular dynamic array.

This also allows for the association of dissimilar data types in a way that you organize.

For example, you can map a set of integers to a set of Vectors, so that each integer is related to exactly one vector.

Or, as I provide you with in my plugin, you can **relate a String to an Actor**!

This means you can look up an Actor reference via a simple string input!

Or you can look up Vector data based on String data!

**The primary use of TMaps is for efficient lookup of data**, which dynamic arrays simply cannot do because there is no guarantee or assumption with dynamic arrays of anything like a key,value where each key has only 1 value.

**The rules of TMaps allow for efficient look up to speed up your game flow!**

Actor Component

My solution is component-based, which means you can have per-instance TMap data for your game’s actors!

You simply add my Victory TMap Component to any actor you want!

I used the My Character blueprint in my own tests!!!

You can use literally any actor you want, or make a new actor BP whose only role is to house the TMap Component


**Supported Types**

![IsValidCheckOnGet.jpg|956x762](upload://tSF9sIfNyhHV3ROMcL8PJxPHwBX.jpeg)

**Supported TMap Functions**

![aa1ade53f3ff0021436f1a76aac85d11992bbd7c.jpeg|1265x798](upload://ogOJATwlYRl6WYup8uRYQZ9AtGc.jpeg)

![06a72fc14f4c795fe5f7fced0d14ac3be930f540.jpeg|1245x741](upload://WR3JWI54dZ76RYdi8fm8862ATe.jpeg)

Additional TMap Combinations

If you find that you cannot use my existing set of TMap Combinations to fulfill your game’s needs, let me know by posting in this thread and I can add additional TMaps to the component.


**Per Instance**

Remember that what I providing you with is a component-based solution, so you can add this TMap data to as many actors in your game as you want, and have per-instance variations in the data contained therein!

New Download for UE4 4.12 (55mb, Media Fire)

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

  1. Win64 Development
  2. Win64 Shipping **<~~~~~~ NEW!**
  3. Win32 Development
  4. Win32 Shipping
  5. HTML5 Development
  6. HTML5 Shipping **<~~~~~~ NEW!**

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


**Prior Engine Versions**

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

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

:heart:

Rama

Hi,

awesome plugin!

Sadly I’m experiencing an issue with the “Get Brush Resource as texture 2D” Node.

I’m generating a brush from a Material Instance with a size of 256x256, but the resulting Texture 2D is always 0x0. Is there a specific workflow to make it work?

I’m using 4.12 if that makes a difference.

What version of UE4 is supported?

Tried to change code a little for another data source but I recieve so many errors about includes :frowning: How do I even find what is this error about?

*Info ??? ??? D:…\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-VRConstructor-3206.lib ? ??? D:…\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-VRConstructor-3206.exp
Error MyBPFunctionLibrary.cpp.obj : error LNK2019: ??? ?? ??? ??? ??? “__declspec(dllimport) void __cdecl ThumbnailTools::RenderThumbnail(class UObject *,unsigned int,unsigned int,enum ThumbnailTools::EThumbnailTextureFlushMode::Type,class FTextureRenderTargetResource *,class FObjectThumbnail *)” (_imp?RenderThumbnail@ThumbnailTools@@YAXPEAVUObject@@IIW4Type@EThumbnailTextureFlushMode@1@PEAVFTextureRenderTargetResource@@PEAVFObjectThumbnail@@@Z) ? ??? "public: static class UTexture2D * __cdecl UMyBPFunctionLibrary::LoadTexture2D(class UObject ,bool &,int &,int &)" (?LoadTexture2D@UMyBPFunctionLibrary@@SAPEAVUTexture2D@@PEAVUObject@@AEA_NAEAH2@Z)
Error D:…\Binaries\Win64\UE4Editor-VRConstructor-3206.dll : fatal error LNK1120: ??? ??? ???: 1
Info ERROR: UBT ERROR: Failed to produce item: D:…\Binaries\Win64\UE4Editor-VRConstructor-3206.dll


	TArray<uint8> RawFileData;
	FObjectThumbnail ObjectThumbnail;
	ThumbnailTools::RenderThumbnail(Asset, Width, Height, ThumbnailTools::EThumbnailTextureFlushMode::NeverFlush, NULL, &ObjectThumbnail);
	RawFileData = ObjectThumbnail.GetUncompressedImageData();

Thanks you in advance! I got this issue so many times it’s enough for avoiding resolve, so help me understand it)

Victory Plugin 4.13 Released!

Dear Community,

I’ve now released a 4.13 version of my Victory Plugin!

New 4.13 Download

Prior engine version downloads are listed below!

Please note that the 4.13 download is for the current Preview 1 build and if you encounter any issues with future Preview engine builds let me know!

:heart:

Rama


**New Download for UE4 4.13 Preview (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

**4.12: **http://www.mediafire.com/download/g441k2815r5b045/VictoryPlugin12.zip

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


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

♥

Rama

Hi Rama

Many thanks for your plugins, the extra nodes are proving really useful.

If I may add a couple of suggestions for future nodes.

At present “loops” cannot have a delay, you can make your own macro but you have to do this in each individual BP
it would be really handy to have a “for each loop” node with a float input pin for delay duration. (would be nice for all loop types)

This a the macro version of ForEachLoopWithDelay

Regards Paul G

e3a28b4dcaede40da14421c8244d09fbaa7ded27.jpeg

Gives me this macro Node

MacroNode.jpg

No credit claimed for the feature … it is from IRYO’s Blog

So how do I get unreal to either change the variable base on the text file or do something (like pause the game) if there is a/any change in that text file?

6750328c6afdd7e829d8f5e900288369ed1e0bfc.png

Regarding the requests above I shall get to them as soon as I can :slight_smile:

Rama

New BP Node, Flash Game on Task Bar! (Windows)

Dear Community,

Here is a video of my latest BP node!

This node enables you to flash your UE4 game on the Windows OS task bar when you feel you need to get the user’s attention!

I also have a WindowIsForeground BP node you can use to figure out if you even need to flash the task bar (ie, is the user already paying attention to the game window?).

Useful for DLC, other downloaded, or important in-game events such as getting an in-game chat message!

https://youtube.com/watch?v=SKoDWzNu1bU


**New Download for UE4 4.13 Preview (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

**4.12: **http://www.mediafire.com/download/g441k2815r5b045/VictoryPlugin12.zip

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


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

♥

Rama

Its about time for EPIC to hire you as their main essentials developer. All these things should have been in the engine from the beginning. You are awesome!
Im looking forward to your UDP BP nodes :smiley:

Thank you Rama for your excellent job!

I have a suggestion for a blueprint node, it was being discussed between Epic Staffs if it is a bug or not for years!

The Impact Point information from Start Sphere from Sphere Trace functions is not working! If the First Spawned Sphere Trace gets a hit, it just return the own trace point of origin!

I still have hopes that someone will bring that out, because even in C++ are BUGGED, the dev in charge even put a new node on Break Hit Result->Initial Overlap because he can’t solve or just insist saying is not a bug lol!
Again, some Staff from Epic tested it and said it is a BUG, but the dev in charge said multiple times it is not haha.

Thank you very much!

Other similar topics:

https://answers.unrealengine.com/que...e-as-impa.html
https://answers.unrealengine.com/que...ird-again.html
https://answers.unrealengine.com/que...loc-and-e.html
https://answers.unrealengine.com/que...ml?sort=oldest

I was able to compile and use the 4.13 update, but packaging Win64 Development returns the following errors:
Edit: Same errors on Win64 shipping

UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VictoryBPLibrary.lib(VictoryBPLibrary.generated.cpp.obj) : error LNK2001: unresolved external symbol “protected: virtual void __cdecl UActorComponent::CreatePhysicsState(void)” (?CreatePhysicsState@UActorComponent@@MEAAXXZ)
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VictoryBPLibrary.lib(Module.VictoryBPLibrary.cpp.obj) : error LNK2001: unresolved external symbol “protected: virtual void __cdecl UActorComponent::CreatePhysicsState(void)” (?CreatePhysicsState@UActorComponent@@MEAAXXZ)
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VictoryBPLibrary.lib(VictoryBPLibrary.generated.cpp.obj) : error LNK2001: unresolved external symbol “protected: virtual void __cdecl UActorComponent::DestroyPhysicsState(void)” (?DestroyPhysicsState@UActorComponent@@MEAAXXZ)
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VictoryBPLibrary.lib(Module.VictoryBPLibrary.cpp.obj) : error LNK2001: unresolved external symbol “protected: virtual void __cdecl UActorComponent::DestroyPhysicsState(void)” (?DestroyPhysicsState@UActorComponent@@MEAAXXZ)
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VictoryBPLibrary.lib(VictoryBPLibrary.generated.cpp.obj) : error LNK2001: unresolved external symbol “public: virtual void __cdecl AActor::UnregisterAllComponents(void)” (?UnregisterAllComponents@AActor@@UEAAXXZ)
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UE4-VictoryBPLibrary.lib(Module.VictoryBPLibrary.cpp.obj) : error LNK2001: unresolved external symbol “public: virtual void __cdecl AActor::UnregisterAllComponents(void)” (?UnregisterAllComponents@AActor@@UEAAXXZ)
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Z:\UEProjects\TheNest_MP_02\Binaries\Win64\TheNest.exe : fatal error LNK1120: 3 unresolved externals

Same error

I am getting this as well. We have modified the engine and built it from source, so I get all the way through successfully compiling the project with the added plugin, and have verified that it is enabled in the plugins menu of the Editor, but when I add the line in DefaultEngine.ini, I get the same error. I tried following the exact same instructions and process using the standard 4.11 runtime version of the editor (not built from source code) and it crashes. Please advise.

If I ever want to release my game for mac or mobile I have to get rid of every victory node manually right? I currently have used a lot of victory nodes without even noticing since like half of the nodes have victory in the name while other half don’t. Now If I want to get rid of all I used I have to find them somehow, how would that be possible?

I really appreciate the wide use the victory nodes have, a lot I have done will be very hard to create without them I imagine. Anyway, being stuck with PC Windows only is a huge bummer.

I released a mac version of my plugin. It is in this thread a few pages back (sorry I can’t find the link at the moment) :slight_smile:
Direct link is here:

I believe this is 4.12

Regarding mobile, you would need someone who has C++ powers to compile for whichever mobile platform you need.

I wish people using my plugin who are doing mac and mobile would post versions for these platforms which I have a hard time supporting as I am mostly using PC :slight_smile:

Rama