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

Hi Rama, Hi everyone.

Im trying to package my game for linux using the toolchain with v9_clang-4.
Ive added Linux to the whitelist within your .uplugin, and on compiling i get a error from your victory plugin with the following…



Packaging (Linux): UnrealBuildTool: [1/6] Compile PCH.VictoryBPLibrary.h
Packaging (Linux): UnrealBuildTool: [2/6] Compile Module.VictoryBPLibrary.cpp
Packaging (Linux): UnrealBuildTool: [3/6] Compile Module.VictoryBPLibrary.gen.1_of_2.cpp
Packaging (Linux): UnrealBuildTool: [4/6] Compile Module.VictoryBPLibrary.gen.2_of_2.cpp
Packaging (Linux): UnrealBuildTool: In file included from D:\GitHub\UnrealEngine\Averted\Plugins\VictoryPlugin-master\Intermediate\Build\Linux\B4D820EA\Averted\Development\VictoryBPLibrary\Module.VictoryBPLibrary.gen.2_of_2.cpp:5:
Packaging (Linux): UnrealBuildTool: In file included from D:\GitHub\UnrealEngine\Averted\Plugins\VictoryPlugin-master\Intermediate\Build\Linux\B4D820EA\Averted\Inc\VictoryBPLibrary\VictoryPC.gen.cpp:9:
Packaging (Linux): UnrealBuildTool: ../../Averted/Plugins/VictoryPlugin-master/Source/VictoryBPLibrary\Public/VictoryPC.h(11,10):  error: non-portable path to file '"Runtime/Engine/Classes/GameFramework/PlayerController.h"'; specified path differs in case from file name on disk -Werror,-Wnonportable-include-path]
Packaging (Linux): UnrealBuildTool: #include "Runtime/Engine/Classes/Gameframework/PlayerController.h"
Packaging (Linux): UnrealBuildTool:          ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Packaging (Linux): UnrealBuildTool:          "Runtime/Engine/Classes/GameFramework/PlayerController.h"
Packaging (Linux): UnrealBuildTool: 1 error generated.
Packaging (Linux): UnrealBuildTool: In file included from D:\GitHub\UnrealEngine\Averted\Plugins\VictoryPlugin-master\Intermediate\Build\Linux\B4D820EA\Averted\Development\VictoryBPLibrary\Module.VictoryBPLibrary.cpp:3:
Packaging (Linux): UnrealBuildTool: In file included from D:\GitHub\UnrealEngine\Averted\Plugins\VictoryPlugin-master\Source\VictoryBPLibrary\Private\VictoryBPFunctionLibrary.cpp:7:
Packaging (Linux): UnrealBuildTool: ../../Averted/Plugins/VictoryPlugin-master/Source/VictoryBPLibrary/Public\VictoryBPFunctionLibrary.h(152,5):  warning: field 'Key' will be initialized after field 'KeyAsString' -Wreorder]
Packaging (Linux): UnrealBuildTool:                 : Key(Axis.Key)
Packaging (Linux): UnrealBuildTool:                   ^
Packaging (Linux): UnrealBuildTool: In file included from D:\GitHub\UnrealEngine\Averted\Plugins\VictoryPlugin-master\Intermediate\Build\Linux\B4D820EA\Averted\Development\VictoryBPLibrary\Module.VictoryBPLibrary.gen.1_of_2.cpp:3:
Packaging (Linux): UnrealBuildTool: In file included from D:\GitHub\UnrealEngine\Averted\Plugins\VictoryPlugin-master\Intermediate\Build\Linux\B4D820EA\Averted\Inc\VictoryBPLibrary\VictoryBPFunctionLibrary.gen.cpp:9:
Packaging (Linux): UnrealBuildTool: ../../Averted/Plugins/VictoryPlugin-master/Source/VictoryBPLibrary\Public/VictoryBPFunctionLibrary.h(152,5):  warning: field 'Key' will be initialized after field 'KeyAsString' -Wreorder]
Packaging (Linux): UnrealBuildTool:                 : Key(Axis.Key)
Packaging (Linux): UnrealBuildTool:                   ^
Packaging (Linux): UnrealBuildTool: In file included from D:\GitHub\UnrealEngine\Averted\Plugins\VictoryPlugin-master\Intermediate\Build\Linux\B4D820EA\Averted\Development\VictoryBPLibrary\Module.VictoryBPLibrary.cpp:8:
Packaging (Linux): UnrealBuildTool: In file included from D:\GitHub\UnrealEngine\Averted\Plugins\VictoryPlugin-master\Source\VictoryBPLibrary\Public\VictoryPC.cpp:8:
Packaging (Linux): UnrealBuildTool: ../../Averted/Plugins/VictoryPlugin-master/Source/VictoryBPLibrary/Public/VictoryPC.h(11,10):  error: non-portable path to file '"Runtime/Engine/Classes/GameFramework/PlayerController.h"'; specified path differs in case from file name on disk -Werror,-Wnonportable-include-path]
Packaging (Linux): UnrealBuildTool: #include "Runtime/Engine/Classes/Gameframework/PlayerController.h"
Packaging (Linux): UnrealBuildTool:          ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Packaging (Linux): UnrealBuildTool:          "Runtime/Engine/Classes/GameFramework/PlayerController.h"
Packaging (Linux): UnrealBuildTool: 1 warning and 1 error generated.



Can anyone help me with this problem or any solution to fixing it,
Would be much appreciated

Edit: use the pull 31 to fix the GameFramework, but still getting warning about the field ‘Key’ will be initialized after field 'KeyAsString

@Rama

Glad you’re safe and well from that hurricane ^^

Btw, any possibility to also get VictoryEd Engine updated to 4.16/4.17? Latest version (which was me who asked for it too xD) was 4.15.

Regards.

Hey Rama I have another request if possible

Can you make Load String Array From File load unicode chars too? For example: ı ğ ü ş ö ç Ğ Ü Ş İ Ö Ç.

Thanks

Glad you’re fine, Unreal realm is safe again!

I don’t use Git, and installing and learning the system just to commit two words sounds like an overkill =) I think it would be much faster (a minute of your time or so), if you edit them yourself.

Thanks for the git pull request contribution!

I will be integrating it soon!

for the initialize issue you can change the constructor:



FVictoryInput(const FString InActionName, const FKey InKey, const bool bInShift, const bool bInCtrl, const bool bInAlt, const bool bInCmd)
        : Key(InKey)
        , KeyAsString(Key.GetDisplayName().ToString())
        , bShift(bInShift)
        , bCtrl(bInCtrl)
        , bAlt(bInAlt)
        , bCmd(bInCmd)
    { 



to



FVictoryInput(const FString InActionName, const FKey InKey, const bool bInShift, const bool bInCtrl, const bool bInAlt, const bool bInCmd)
        : Key**(In**Key)
        , KeyAsString(InKey.GetDisplayName().ToString())
        , bShift(bInShift)
        , bCtrl(bInCtrl)
        , bAlt(bInAlt)
        , bCmd(bInCmd)
    { 


I am updating git with that right now

:slight_smile:

Rama

Hey @Meguido!

Nice to hear from you!

I must have only compiled 4.16 in my mind, cause I thought I did that one, I will get that and 4.17 going soon :slight_smile:

EDIT: here is 4.16 full project!

Rama

I have added this comment on github :slight_smile:

Rama

Woohoo!

I’ve made your requested fix on Github! I was quite distracted at time I read your fix the first time, fleeing from the hurricane about 40 min later :slight_smile:

But it’s all done now!

Commit is here:

Have fun today!

:heart:

Rama

I’ve added a new BP node that supports loading unicode text files, but you will have to ParseIntoArray yourself on newline characters (
).

Will get a new build up soon :slight_smile:

Rama

Victory Plugin 4.17 Update!

Dear Community,

Here is Victory Plugin 4.17 with many updates and several github contributions/fixes! Please read above this post for the backstory on the fixes!


New Node

As per Community request there is a new node now to load a **unicode** text file into UE4!

You can use BP node ParseIntoArray to parse the string on newline characters (
) to get the same effect as my existing node LoadStringArrayFromFile.

![LoadStringUnicodeOrAnsi.jpg|923x438](upload://kkdkqKi6X6JatKfSiSK1dU059aX.jpeg)

Enjoy!

Rama

[https://www.mediafire.com/file/8slx6...toryPlugin.zip](https://www.mediafire.com/file/8slx6251tw6gg6w/VictoryPlugin.zip)

Download Links

4.17 Build (win32, win64, editor, dev packaged, and shipping)
http://www.mediafire.com/file/8slx62…toryPlugin.zip

: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

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


**Prior Engine Versions**

**4.11: **[http://www.mediafire.com/download/jp...ryPlugin11.zip](http://www.mediafire.com/download/jp91b9atphm2obt/VictoryPlugin11.zip)

**4.12: **[http://www.mediafire.com/download/g4...ryPlugin12.zip](http://www.mediafire.com/download/g441k2815r5b045/VictoryPlugin12.zip)

**4.13: **https://www.mediafire.com/?7kt9fepwa1pgs0y

**4.14: ** [http://www.mediafire.com/file/7915cu...ryPlugin14.zip](http://www.mediafire.com/file/7915cuk19c3nbfw/VictoryPlugin14.zip)

**4.15: ** https://www.mediafire.com/?6nne04gd74emnzu

**4.16: ** [http://www.mediafire.com/file/ieovbd...ryPlugin16.zip](http://www.mediafire.com/file/ieovbd5l9d7yub2/VictoryPlugin16.zip)

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

:heart:

Rama

YAAAAAAAY Thanks Rama!! <3

Just Installed and currently trying to find a good way to load different screenshots for my load game system so each slot has a different screenshot for the image it took at time of save…im sure your plugin has some trickery i could mess about with to try and accomplish this :fingers_crossed: otherwise maybe you have an idea of how or possible Node request for the future? ;p

Hey Rama! I’m having an issue after placing this:

[/Script/Engine.Engine]
UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine

Error is it cant find the script, which I dont find. My question is: Why im not having this file? Is it supposed to be auto-generated? Or am i missing something?

That line is only necessary if you’re using the Vertex Snap Editor plugin. So if what you’re using is just Victory plugin then you don’t have to add anything to that file.

Hello Rama,

I am trying 4.17 version. But "Joy File Io Get Files’ does not work in this version.

Please advice about this issue.

Thank you for the report! And thanks to git comment by community member (github name) campmdabt.

I have fixed the issue in this commit, and will be fixed in next release of the plugin

:heart:

Rama

Hi Rama,
I use your plugin on 4.17, and the node “Capture Component 2D Save Image” returns always false. “Capture 2D Save Image” works fine but in my setup I use a component, so…
Thanks for all your job !

EDIT : In my setup the capture component is on my controller. The function “save image” can’t be used directly from the pawn and has to be called as a custom event on the controller. So it works.

BTW is there a way to record an image sequence (1save each frame or to set up the frequency) this way ? Or saving a video ?

Good job man, this is awesome!!

Hi,

Thank you for made this plugin.

I am use UE4.17 and VictoryPlugin for 4.17.
I find a crash bug when use “Load Object from Asset Path” , and the path is give wrong like SoundCue’/Game/MitContent/Songs//SoundCue.SoundCue’ ,then Editor will crash.
Maybe it a UE4 Bug?
Will add check the file is exist or not ?

[2017.10.11-03.23.15:497][952]LogBlueprintUserMessages: [SongManager_194] SongFile: SoundCue’/Game/MitContent/Songs//SoundCue.SoundCue’
[2017.10.11-03.23.15:497][952]LogLinker: Warning: Can’t find file ‘/Game/MitContent/Songs//SoundCue’

Fatal error: [File:D:\Build++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 601] Attempted to create a package with name containing double slashes. PackageName: /Game/MitContent/Songs//SoundCue

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_CoreUObject!CreatePackage() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:604]
UE4Editor_CoreUObject!ResolveName() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:785]
UE4Editor_CoreUObject!StaticLoadObjectInternal() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:869]
UE4Editor_CoreUObject!StaticLoadObject() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:936]
UE4Editor_VictoryBPLibrary!UVictoryBPFunctionLibrary::LoadObjectFromAssetPath() [c:\work\project007\plugins\victoryplugin 4.17\source\victorybplibrary\private\victorybpfunctionlibrary.cpp:1714]
UE4Editor_VictoryBPLibrary!UVictoryBPFunctionLibrary::execLoadObjectFromAssetPath() [c:\work\project007\plugins\victoryplugin 4.17\source\victorybplibrary\public\victorybpfunctionlibrary.h:227]

Several questions you can research to help me process this faster

  1. Does this issue happen for you in prior engine versions?

  2. Have you tried a really simple asset path like Content/SampleMesh and a different asset like staticmesh?

I’ve never had issues with this node so the 2 pts above will help decipher what is going on in your situation faster.

oh and Welcome to the UE4 Forums!

Rama

Hee hee!

Great to hear from you @hecto600 !

:heart:

Rama

Hey, i have an Question, can u share the Source please ?

Your Plugin is really Awesome, i want to use it with the Ue4 VXGI Branch…but that means i need to recompile it, and thats i can only with the Source !

KS