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

If you download the latest version of my plugin you will only be getting new nodes and your previous ones will still work!

top secret: my latest download already has a get vertices of static mesh node that I"ve not yet ahem officially publically announced yet

Thanks Rama.

Now, we only need a function node that make coffee…

Blueprint Node to access Vertex information of static meshes / collision blocks

Hi Rama,

I am currently working on my graduate thesis on fire propagation. My thesis explores what I have coined “material based fire propagation”; fire reacts and spreads differently when interacting with different surfaces. In the process, I am hoping to build an intelligent fire system. As a first step, I need to be able to access the vertices of a mesh so that i can propagate emitters along those vertices. What I have achieved so far is to be able to propagate along spline meshes. This is because of blueprint nodes available to calculate number of points along a spline, point locations along a spline and so on. But there are no blueprints available to do similar things with other types of meshes (e.g. static meshes). I am aware of other threads where you had posted codes to help people integrate it into their work. One such example, being “Accessing Vertex Positions of static mesh - C++ Gameplay Programming - Unreal Engine Forums”. However, when I tried to do the same with the codes posted, I keep getting compile errors which points to some default unreal api header files. Being primarily a texture artist and designer, I have difficulty trying to get codes to work and I am very rusty with c++. Would it be possible to help me out with blueprint nodes that can calculate and access vertex information of static meshes please? I am sure other artists and designers would benefit from mesh “vertex info access” blueprint nodes.


Hey Rama,

I think I got your victory plug-in to work. I am gonna play with it to see what it can do :). Thanks alot for the plug-in!!!


Thx for the plugin Rama!

**New Node

Get Static Mesh Vertex Locations!**

Dear CatchPhyre,

As per your request I have now made a node to get the rotated,scaled,translated positions of all vertices of a static mesh!

This node is live in the current most recent plugin version!

Please refer carefully to my picture of how to set up this node correctly!







Thx for the plugin Rama!

You're welcome!

**[FONT=Comic Sans MS]Congrats on your first post, welcome to the forums!**


Hey thanks for this awesome plugin! It didn’t work as is in UE 4.5. I only had to make two tiny updates to get it working. If anyone’s interested in downloading it until Rama posts a newer version, you can find it at

My thoughts exactly, hence the suggestion. That way i can actually use object based BPs.

I really hope functions in structures and structure inheritance will be added in the future for BP.

Okay Thommie I will work on getting this Spawn UObject node done soon!

**New Visitors**

Make sure you see that I just released a node to get all the vertex locations of any static mesh component!!&p=161019&viewfull=1#post161019


Lots of cool stuff, and many times when I look stuff up I end up either fully or partly in a piece of text or tutorial you wrote.
This time I actually read trough this blueprint library post just to make sure I don’t start creating features that you already provide. :slight_smile:

Also I will probably use your refers on how to write editor plugins to adapt the editor more to my personal projects.

Thanks for all the information and help you provide around the forum.

Thanks for sharing this with everyone StoneJonez!


I will do an official 4.5 build once 4.5 comes out!


Great to hear from you TheSpaceMan!

You’re welcome, hee hee!





**2 New Nodes For You

Create UObject

Create Primitive Component, Added to Scene at Location!**

These two nodes let you create UObjects at runtime!

Please note you absolutely must save off the return value to a variable or UE4 will Garbage Collect your new UObject within a short time!

Please especially note that if you create a Primitive Component, I actually add it to the world for you so it is visible and has collision!

**C++ Code For You**

Here's the code!


UObject* UVictoryBPFunctionLibrary::**CreateObject**(UObject* WorldContextObject,UClass* TheObjectClass, FName Name)
	if(!TheObjectClass) return NULL;
	//using a context object to get the world!
    UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject);
	if(!World) return NULL;
	return StaticConstructObject( TheObjectClass, World, Name);



UPrimitiveComponent* UVictoryBPFunctionLibrary::**CreatePrimitiveComponent**(
	UObject* WorldContextObject, 
	TSubclassOf<UPrimitiveComponent> CompClass, 
	FName Name,
	FVector Location, 
	FRotator Rotation
	if(!CompClass) return NULL;
	//using a context object to get the world!
    UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject);
	if(!World) return NULL;
	UPrimitiveComponent* NewComp = ConstructObject<UPrimitiveComponent>( CompClass, World, Name);
	if(!NewComp) return NULL;
	return NewComp;




Rama if could create a node that allows procedural spawning of actors into sub-levels it would be much appreciated! :slight_smile:

Right now it is hard to (procedurally) take advantage of streaming in a BP only project because all the nodes that spawn do so only in the persistent level and not the stream-able sub-levels.

For instance, I spawn 2 extra maps in the persistent level to simulate my world wrap, and that means up to 200,000 additional meshes in the world that I would prefer to stream in when you are actually looking at them.

Thanks for any help you can provide! :slight_smile:


New BP Node For You Zeustiak! (And Everyone Else!)

This node will spawn an actor from a class into a sublevel of your choosing!

**Download Link**

Ease of Use

You can simply enter the name of the sublevel!


I've created a node that returns an array of the names of all levels that are currently loaded and visible!

In this way you can figure out what exact name to use with my SpawnActorInLevel node!

File Size Reduction

I reduced the file size of my plugin dramatically by removing the debug files. Plugin will still package great!

And now the plugin is < 500kb in size.

So the most recent upload is actually a valid file!




Awesome! :slight_smile: As soon as I wrap up a few systems I am working on I will re-acquaint myself with the World Browser!

thanks for all these great nodes Rama :slight_smile:

im having trouble creating my own plugin from the available tutorials, seems im missing something possibly so i have been adding to yours.
since you update so often it is not ideal as everything i do is lost in the update, so,
is there any way i could see a simplified version of a plugin like yours, maybe with just 1 node or something so i can compare to my failed attempts and see what i did wrong or missed.

thanks, amazing work btw

just seen StoneJonez version, i wonder if it has something to do with me using 4.5 for my own plugin tests

For the record, I literally only changed two lines of code to get it working in 4.5. What’s happening when you try to get yours working?

Hi Rama

I have tryed to install your plugin, but it doesn’t work.

I followed this instruction:

  1. download my editor / BP plugin and put in a directory directly off of your main project directory called “Plugins”

spelling must be exact

  1. Load UE4 editor and go to Windows->Plugins

  2. Find my plugin and make sure it is checked as being active

  3. maybe double check #3

  4. close the editor.

  5. go to YourProject/Config/DefaultEngine.ini

  6. add these lines:


  1. Load UE4 Editor again

  2. click on any static mesh actor

  3. You should now see the Victory Editor HotKeys button in the top left

  4. If you hover mouse over this title area any time, you can get the list of hotkeys

  5. Enjoooy!

But I don’t see Victory Editor HotKeys button in the top left and if I press the V key nothing appen.

This is my DefaultEngine.ini file




Thank you for your help. :slight_smile:

Hi there! Yea happy to help, but why did you feel you need the latest version all the time? The core structure hasn’t changed much over the different engine versions. Can you give me better sense of what you are keeping what you are removing? Will work on a general plugin template at some point :slight_smile:

**Stone Jonez Thou Art Selected**

For the record, I literally only changed two lines of code to get it working in 4.5. What's happening when you try to get yours working?

Haha there's no issue other than I've never tried because I dont have preview versions of the engine. I am working about 5 different projects all of which are on 4.4 and I have 3 versions of the engine on my computer already :)


Guess what!

You are selected StoneJonez!

Should you wish to be, you can be the official preview version Victory BP Library person (OPVVBLP)!

Should you wish to bear the honorary title of OPVVBLP, you could be the one to maintain preview versions of the Victory BP plugin! You could add this to a subsection of my wiki page and also I will make a space for it in my main original post in this thread :)



You will have to post your DefaultEngine.ini config file.

And do you see the Victory BP Library when you go to Windows->Plugins? Does it show up there at the very bottom of list?

Also, someone mentioned that non-github 4.4.3 has problems with plugins somehow

Are you on 4.4.3 and using only the non-github of 4.4.3 ?

I’d say wait till 4.5 and we will address the matter then ( a few days from now)