He is already giving it away for free, so I doubt it would sell that well, as people could just use the past free versions. It would also take A LONG time for the marketplace team to thoroughly test this plugin. Plus it might make him look greedy if he tried to make money from it (not to me, to everyone else, sad world :()
My LoadLevelInstance node returns a ULevelStreaming* which you can drag off from and set the boolean bShouldBeLoaded to false
Then the engine will unload the level in the next tick
Again you can do this with just current BP as this variable is exposed in ULevelStreaming.h:
/** Whether the level should be loaded */
from time to time, here and there, topics about sorting arrays comes out, your plugin has something to do with that? if not, can you please add sort for float, int and byte(i guess).
Yes I offer sorting of float and int arrays as part of my plugin :)
**Internal Thread Link to Sorting of Array Nodes**
I am using my Vertex Snap Editor in 4.10 project with no issues
make sure plugin is at project level not engine level
open up your DefaultEngine.ini and add these lines
Three New Nodes, 2-way Conversion from Vector,Rotator,Color to String, and Back Again!
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
**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.
**Latest plugin download on the UE4 Wiki: (7.16 mb) **
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**Plugin Release Dates and UE4 Engine Versions**
Victory Plugin Binaries for Packaged Games
**Victory Plugin on Media Fire**
**If your browser is not updating the Wiki download page** to the most recent version, you can use my alternative Media Fire download link!
Please note the mediafire version includes both the editor and packaged game binaries in the same file ♥ Rama
If you want to save Vector data in human-readible format to your own custom file type, or to your own custom config file, you need to be able to convert back from the output of Vector to String back into a Vector from a String.
@Rama… Was using your BP library for my FPS tutorial. In 4.9 used the sound stuff, worked great, in 4.10 though … victory sound volume change to set… then victory get sound volume to get it… if I ‘volume change’ to say .5 for a class, then ‘get sound volume’ for that class, it always returns -1.0 …
@ rama, I messed with the source and rebuilt… It works, but it is very strange… not sure what was going on… the FAudioDevice I kept and it always found that… if I keep the Props bit, what I set it to != what it returns right after setting it… but if I skip the props and just return SoundClassObject->Properties.Volume they do match exactly.
@Rama... Was using your BP library for my FPS tutorial. In 4.9 used the sound stuff, worked great, in 4.10 though ... victory sound volume change to set... then victory get sound volume to get it... if I 'volume change' to say .5 for a class, then 'get sound volume' for that class, it always returns -1.0 ...
@ rama, I messed with the source and rebuilt... It works, but it is very strange... not sure what was going on... the FAudioDevice I kept and it always found that... if I keep the Props bit, what I set it to != what it returns right after setting it... but if I skip the props and just return SoundClassObject->Properties.Volume they do match exactly.
float UVictoryBPFunctionLibrary::VictoryGetSoundVolume(USoundClass* SoundClassObject)
seems to return it properly...
Thanks for sharing this fix Arbopa!
Yes this new version does match the code I already have for VictorySoundVolumeChange, it was an oversight on my part to not change GetVolume to use the same new format.
Now both functions are using the same format!
**Thanks again for pointing this out!**
This fix will be in the next release of my Victory BP Library plugin!
**Efficiently Sort Integer / Float Array**
Now you can easily and efficiently sort an integer or float array, with the smallest entry being put at index 0!
This modifies the original array, saving you from creating unnecessary duplicate array data.
So my BP sort node is very efficient!
Plus Equals and Minus Equals Integer Math Operators
Typically you have to Get an integer variable and then Set it with some value added/subtracted in order to modify an integer value.
I find this rather cumbersome, especially because in C++ there is the += and -= operators which make adding and subtracting from integers very fast!
Using my new BP Operators you can easily add a value to an integer or subtract a value from an integer!
Note my operator modifies the original value and returns it, so I cannot make these operators Pure. Execution pins are required because the value is getting modified.
**The C++ Code Involved**
In order to make these 4 new nodes I took advantage of UPARAM(ref) which allows a BP variable to be modified in C++ and returned back to Blueprints.
I wrote a [wiki on UPARAM(ref)](https://wiki.unrealengine.com/How_To_Modify_Blueprint_Variable_References_In_C%2B%2B_Without_Copying)that you can enjoy!
void UVictoryBPFunctionLibrary::VictoryIntPlusEquals(UPARAM(ref) int32& Int, int32 Add, int32& IntOut)
Int += Add;
IntOut = Int;
void UVictoryBPFunctionLibrary::VictoryIntMinusEquals(UPARAM(ref) int32& Int, int32 Sub, int32& IntOut)
Int -= Sub;
IntOut = Int;
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**Victory Plugin on Media Fire**
If your browser is not updating the Wiki download page to the most recent version, you can use my alternative Media Fire download link!
Please note clicking this link will not start a download instantly, it will just take you to the Media Fire file description.
**Editor binaries and Packaged binaries in one file:**
*Win32 Shipping and Win64 Development Supported*