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

It’s an issue that needs to be fixed by Epic. The same thing happens with a lot of plugins.

Me too!

I was quite surprised by this news as well!

I hope Epic addresses this!

Plugins apparently only work in content-only projects pre-packaging, but to work in a packaged build, currently, it must be a c++ project so it can recompile the plugin source code!

I do hope this gets addressed by Epic and there’s absolutely nothing I can do about it, other than continue to give people my entire source code for my plugins :slight_smile:


Yeah, landscape in UE4 parlance.

I think it actually just generated the heightmaps and then did the import sequence on them (this was Torque 3D).

Wow, that’s quite surprising.

Supporting Plugins for Content-Only Projects

You can add your voice to this issue here!


Get OS Platform

Platforms you can check for:








Wiki Tutorial on Transitioning to a C++ Project

I have posted a wiki tutorial on how to change a BP-only project to C++!

It’s really really easy!

If you want to package your game and use my plugins, you will need to do this, but it’s really not complicated :slight_smile:

How to Convert a BP-Only Project to a C++ Project in 8 steps

This will become unnecessary once Epic resolves this issue of only being able to use plugins in a C++ packaged game.

But in the meantime, using my guide above, you will find its not that hard!

The above guide is a non-destructive process for your original project, because you make a new one instead.

So you can’t hurt your original project by trying my guide above, and it will very likely be very easy for you!


Two New Nodes As Of 7/28/14

**Set Max Frame Rate

Set Frame Rate To Be Unbound!**

These two nodes can be run at any time during game time!

Can be part of your options menu or for testing how game behaves at low frame rates, or what the max frame rate possible is with only your hardware limits!




Brilliant as always Rama! :slight_smile: Thanks.

Hee hee! Glad you like!

Enjoy the new nodes Jacky!




Blueprint Nodes Now Work in Shipping Builds

Special thanks to Lion for sending me an updated version of my plugin code that works with shipping builds!

The vertex editor mode is still there, but the BP Nodes portion is a separate module now and will compile when my nodes are included in a packaged game.

thanks Lion!

I am still getting an error when i package a game saying;
Plugin 'victoryplugin' failed to load because module 'VictoryBPLibrary' could not be found. the plugin's functionality will not be available. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.

Do i have to add it in the project settings, packaging area ?

Do you have a content only project? no C++ / visual studio?

If so, Epic must address this, please add your weight to our movement to get Epic’s attention on this:

Supporting Plugins for Content-Only Projects

You can add your voice to this issue here!…-packaged.html

Thanks Rama,

Yes my first project was content only ( blueprint)

I converted it to c++ and now can’t package my game with your plugins

MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: e: est\KL_VS\Plugins\victoryplugin\Binaries\Win32\VictoryBPLibrary-Win32-Shipping-Static.lib

IN the log, it shows almost all calls to the library stating

MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: e: est\KL_VS\Plugins\victoryplugin\Source\victorybplibrary\private\VictoryBPFunctionLibrary.cpp(1593) : error C2653: ‘UVictoryBPFunctionLibrary’ : is not a class or namespace name

Epic is Aware of the Content-Only Plugin Issue

Dear Community,

Ben Marsh of Epic has replied to me about the Plugin issue!

They are aware of it!


Featured Node

Trace for Closest Socket

Perform a trace against a mesh that will identify the closest socket to the trace hit location on the mesh!


Dear Everyone,

This node gives you the distance from a point in space to the surface of a static mesh actor!



First day with the engine, switching over from mostly Unity. I’ve already bookmarked your entire signature, then browsing the forums I come into this thread and see all these additional nodes with source and everything! Your contributions to the community are definitely appreciated!


Will your plugins work with the 4.4 release? or will they require some updates?

Wohoo! Glad to help out!

Great to hear from you!

Welcome to UE4!



I have to update my plugin each time new engine version comes out :slight_smile:

I will update it when 4.4 is officially released :slight_smile:

Get Current Operating System Time


Get Milliseconds/Seconds/Minutes/Hours Passed Since Previous Recorded Time!

These two nodes can be used to

  1. obtain the current local Operating System Time for your computer.

  2. obtain the amount of milliseconds/seconds/minutes/hours that have passed since the time you recorded for the first node! You can stores as many times as you want! They are simply stored as a string!

You can use these two nodes to record down to the sub-millisecond the amount of time passing between game events!

**The milliseconds portion is a float, so you can record far smaller than 1 millisecond!

In the attached picture I record the amount of real-world time between two key presses :slight_smile:



Two New BP Nodes

Selection Box / Marquee / Drag Select


Project World Location into HUD / Screen Space!

From anywhere!!!

These are static BP library functions you can use literally anywhere!

Most likely you will want to use the Selection Box code in your HUD class, and get the initial click point / anchor point and then the drag point to plug into my BP Node.

My Selection Box node has an optional class filter if you only want your drag-select box to select certain types of actors.