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

**URL:** <https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [April 29, 2014, 1:27am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448 "2014-04-29T01:27:59Z")\
**Posts on this page:** 20\
**Page:** 26

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [January 8, 2015, 4:34am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/510 "2015-01-08T04:34:07Z")

</div>

2D Interpolation Functions for UMG and 2D Game Animations

 ![2DInterpolation.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/d/f/df3b9378bedd989bfc69740340940425d6ece03e.jpeg)

\*\*Using these nodes in my plugin you can now easily make your own translation animations for 2D games and UMG!  
\*\*  
I realized the need for these animations while trying to manually animate UMG widgets in BP.

I am in process of submitting as a pull request for the main engine.

**UE4 Wiki, Plugin Download Page**

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

Enjoy!

---

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [January 8, 2015, 4:55pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/511 "2015-01-08T16:55:47Z")

</div>

**60+ Extra BP Nodes For You!**

No c++ required!

No compile required!

Download and plug in!

**Latest plugin download is here:**

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

🙂

---

<div class="post-metadata">

**Author:** ![sbnewsom](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@sbnewsom](https://forums.unrealengine.com/u/sbnewsom)\
**Post date:** [January 9, 2015, 12:48am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/512 "2015-01-09T00:48:25Z")

</div>

Thanks ! They just released Preview 2 of 4.7 so i’m going to give it a try. Kind of have to since i’m on a deadline too. Really appreciate the work you’ve for us!

---

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [January 9, 2015, 11:02am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/513 "2015-01-09T11:02:30Z")

</div>

> [@sbnewsom;203087](#):
>
> Thanks ! They just released Preview 2 of 4.7 so i’m going to give it a try. Kind of have to since i’m on a deadline too. Really appreciate the work you’ve for us!

Let me know how it goes!

Soon as 4.7 release comes out I will be updating!

🙂

---

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [January 9, 2015, 11:03am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/514 "2015-01-09T11:03:33Z")

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**Accepted by Epic**

These two nodes will be in a near future engine release!

Epic accepted my C++ pull request here (need active github account to view ):  
/EpicGames/UnrealEngine/commit/c0f63f5a09613320fa1056e174dfa7f2c3b39098

 ![2DInterpolation.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/d/f/df3b9378bedd989bfc69740340940425d6ece03e.jpeg)

\*\*Using these nodes in my plugin you can now easily make your own translation animations for 2D games and UMG!  
\*\*  
I realized the need for these animations while trying to manually animate UMG widgets in BP.

**UE4 Wiki, Plugin Download Page**

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

Enjoy!

---

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [January 10, 2015, 6:45pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/515 "2015-01-10T18:45:18Z")

</div>

**’ Suite of Custom Config Section BP Nodes!**

 ![ConfigMain.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/b/c/bc59130af5a174e7be444531c1a0da57158ebeea.jpeg)

Using my new suite of BP nodes, you can create as many of your own custom config file sections as you want!

You can both create and retrieve ini variables with any name and fundamental type that you want!

```auto

**Supported Types:**

Bool
Int
Float
Rotator
Vector
Color
String

```

**Why Use a Config Var?**

Config vars have several benefits

1. **Persistent data storage** without using a SaveGame struct or GameInstance, store simple quantities of data and player customization way! Data is stored between level loads and even after the current instance of the game is shut down.

So in way config vars have greater persistence than the GameInstance class!

1. **Player-Driven Customization** , Players of your game can tweak the config vars that you make available for them on their hard disk, by editing the .ini file directly, just like AAA games! is the most significant advantage of using config files, and their real core purpose. 🙂

2. **Simplicity,** simpler to use than the BP SaveSystem (which is quite wonderful by the way), but not quite as powerful in that you can only store basic data types, not UObjects and Actors.

3. \*\*Organization, \*\*you can create as many config header sections as you want using my nodes, organizing your custom settings way!

````auto

**Game.ini**

 of your custom created config vars and sections are stored in:

**Saved/Config/Windows/Game.ini**

Players can navigate to location on their harddrive to edit your ini files just like any AAA game would allow!

Here's what my **Game.ini** file looks like after running some tests!

```

[DebugWindows]
ConsoleWidth=160
ConsoleHeight=4000
ConsoleX=-32000
ConsoleY=-32000

[/Script/UnrealEd.ProjectPackagingSettings]
BuildConfiguration=PPBC_Development
StagingDirectory=(Path="E:/MYPROJECT_DELETE")
FullRebuild=True
ForDistribution=False
UsePakFile=True
UseOBB_InAPK=False
CulturesToStage=en

[Victory]
BoolVar=True
VectorVar=X=1.000 Y=2.000 Z=9000.123
StrVar=Yay For Custom Config Vars!!!
FloatVar=234.000000

```

**Now you have fully featured ability to use config variables entirely in BP!**

PS: Here's example usage!

![Usage.jpg|1280x960](upload://vJ8VyiQCZXj6G59JXlBNDrMdZow.jpeg)
````

---

<div class="post-metadata">

**Author:** ![Ulrich.Thummler](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ulrich.Thummler](https://forums.unrealengine.com/u/Ulrich.Thummler)\
**Post date:** [January 11, 2015, 3:40pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/516 "2015-01-11T15:40:25Z")

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Hi ,  
i love your plugin library. It is possible to make a “get light brightness” node to detect the light levels on pawn or other actor? I found here the [code](https://answers.unrealengine.com/questions/53995/how-do-i-get-the-light-levels-at-the-players-posit.html).

---

<div class="post-metadata">

**Author:** ![ryanjon2040](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ryanjon2040/32/906587_2.png) [@ryanjon2040](https://forums.unrealengine.com/u/ryanjon2040)\
**Post date:** [January 11, 2015, 5:16pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/517 "2015-01-11T17:16:23Z")

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> [@;204081](#):
>
> Hi ,  
> i love your plugin library. It is possible to make a “get light brightness” node to detect the light levels on pawn or other actor? I found here the [code](https://answers.unrealengine.com/questions/53995/how-do-i-get-the-light-levels-at-the-players-posit.html).

Hey there Ulrich,

I made one quick example for you in Blueprints (I converted the code you provided). So till makes one you can play around with . 🙂

[Download Project](https://dl.dropboxusercontent.com/u/56001981/UnrealEngine4_Works/GetLightBrightness.zip)

Hope you enjoy 🙂

---

<div class="post-metadata">

**Author:** ![Ulrich.Thummler](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ulrich.Thummler](https://forums.unrealengine.com/u/Ulrich.Thummler)\
**Post date:** [January 11, 2015, 5:54pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/518 "2015-01-11T17:54:18Z")

</div>

Many thanks ryanjon!!! :o

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<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [January 12, 2015, 2:47pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/519 "2015-01-12T14:47:38Z")

</div>

> [@;204118](#):
>
> Many thanks ryanjon!!! :o

Yes thanks for doing that!

Great to hear from you Ulrich!

If I get I will try to implement your request!

**Thanks for your own community contributions Ulrich!**

---

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [January 13, 2015, 5:25pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/520 "2015-01-13T17:25:37Z")

</div>

**Get OS Platform**

 ![OSGet.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/6/7/67b8e2b5a4ab24ee866b5807ce4f187cbc6f462b.jpeg)

**Platforms you can check for:**

\*\*Windows  
Mac  
Linux

PS4  
XBoxOne

iOS  
Android

HTML5

WIN RT  
WIN RT ARM\*\*

Enjoy!

---

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [January 13, 2015, 10:51pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/521 "2015-01-13T22:51:22Z")

</div>

**New BP Node!**

![BloomPostProcess.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/7/b/7b4cc8d987d4459c714ede3c490e8fc8adb18cb2.jpeg)

node sets the bloom intensity of any PP volume!

node was contributed by community member !

**UE4 Wiki, Plugin Download Page**

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

Enjoy!

---

<div class="post-metadata">

**Author:** ![martoof](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/martoof/32/465230_2.png) [@martoof](https://forums.unrealengine.com/u/martoof)\
**Post date:** [January 14, 2015, 6:46am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/522 "2015-01-14T06:46:25Z")

</div>

Waoooo ! I love you :rolleyes:  
I am looking for a bundle like that since a long !  
It’s wonderful to share your work =)  
I have not yet test your library, but i have already a request 😃

I’m interest to have a node to control the mass.  
As you can see in my answer in thread : [Change Mass using Blueprints](https://answers.unrealengine.com/questions/131440/change-mass-using-blueprints.html#answer-132143)

##############  
Here’s what I know :  
We want to have an with a Mass exactly = 1.00000 Kg  
I take a mesh and set Physical properties :

- Simulate Physics = true
- Enable Gravity = false (we are in empty space)
- Linear damping = 0.0  
—\> at step, my has a Mass in Kg = 2198.014 ☹  
If i understand well, the Mass is calculated automatically depending on my shape mesh. Ok, so i will try to simulate a point with no shape in my calculation. To do that i use a Physical Material for my mesh :
- Density = 1.0 (g/m3 = water density for example –\> it’s the default value)  
—\> at step, my has a Mass in Kg = 2198.014 (no change, perfect!)  
Now I know my density = 1.0 so the engine seems to know the volume of my (i would like to get optionaly !) because mass[Kg] = density[g/cm3] x volume[cm3]

\*\* calculation is so complicated, i just want to be able to set manually the mass of my !!!\*\*  
In fact, there is a value in the physical material which cause problem and seems to be use by the engine for the calculation :

- Raise Mass to Power = 0.75 by default  
If I set Raise Mass to Power = 0.0 —\> my has Mass in Kg = 1.001 ☹ WHY !!! 😕  
##############

Do you know how engine calculate the mass ? what values and calculations are used ? I would like understand if it’s possible!! 😛  
Maybe you can overpass the engine calculation to be able to “Set Mass” precisely with a node ! and verify if the “Get mass” node -included in UE4- returns the same value…

[https://dl.dropboxusercontent.com/u/21672921/\_FORUM/ue4-mass.jpg](https://dl.dropboxusercontent.com/u/21672921/_FORUM/ue4-mass.jpg)

Thanks a lot ! 😉

---

<div class="post-metadata">

**Author:** ![BrUnO\_XaVIeR](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bruno_xavier/32/1110230_2.png) [@BrUnO\_XaVIeR](https://forums.unrealengine.com/u/BrUnO_XaVIeR)\
**Post date:** [January 14, 2015, 6:34pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/524 "2015-01-14T18:34:46Z")

</div>

Super cool new nodes, yay!

---

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [January 16, 2015, 8:05am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/525 "2015-01-16T08:05:15Z")

</div>

> [@BrUnO XaVIeR;205663](#):
>
> Super cool new nodes, yay!

Hee hee!

🙂

---

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [January 16, 2015, 5:41pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/526 "2015-01-16T17:41:41Z")

</div>

\*\*Get Screen Resolutions  
\*\*  
Now works in packaged games!

You can use with your UMG menus!

It gathers data specific to the end user’s display adapter, including available refresh rates 🙂

old but has nice in-game pic

 ![3b69b4e4f763cc2f24015fd2abde88cb0e6b00d2.jpeg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/b/6/3b69b4e4f763cc2f24015fd2abde88cb0e6b00d2.jpeg)

actual!

 ![d4117a7a04ee5f316cbeae35c6e681739e2c00f8.jpeg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/4/1/d4117a7a04ee5f316cbeae35c6e681739e2c00f8.jpeg)

**UE4 Wiki, Plugin Download Page**

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

---

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [January 16, 2015, 5:44pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/527 "2015-01-16T17:44:51Z")

</div>

> [@martoof;205376](#):
>
> Waoooo ! I love you :rolleyes:  
> I am looking for a bundle like that since a long !  
> It’s wonderful to share your work =)  
> I have not yet test your library, but i have already a request 😃
> 
> I’m interest to have a node to control the mass.  
> As you can see in my answer in thread : [Change Mass using Blueprints](https://answers.unrealengine.com/questions/131440/change-mass-using-blueprints.html#answer-132143)
> 
> ##############  
> Here’s what I know :  
> We want to have an with a Mass exactly = 1.00000 Kg  
> I take a mesh and set Physical properties :
> 
> - Simulate Physics = true
> - Enable Gravity = false (we are in empty space)
> - Linear damping = 0.0  
> —\> at step, my has a Mass in Kg = 2198.014 ☹  
> If i understand well, the Mass is calculated automatically depending on my shape mesh. Ok, so i will try to simulate a point with no shape in my calculation. To do that i use a Physical Material for my mesh :
> - Density = 1.0 (g/m3 = water density for example –\> it’s the default value)  
> —\> at step, my has a Mass in Kg = 2198.014 (no change, perfect!)  
> Now I know my density = 1.0 so the engine seems to know the volume of my (i would like to get optionaly !) because mass[Kg] = density[g/cm3] x volume[cm3]
> 
> \*\* calculation is so complicated, i just want to be able to set manually the mass of my !!!\*\*  
> In fact, there is a value in the physical material which cause problem and seems to be use by the engine for the calculation :
> 
> - Raise Mass to Power = 0.75 by default  
> If I set Raise Mass to Power = 0.0 —\> my has Mass in Kg = 1.001 ☹ WHY !!! 😕  
> ##############
> 
> Do you know how engine calculate the mass ? what values and calculations are used ? I would like understand if it’s possible!! 😛  
> Maybe you can overpass the engine calculation to be able to “Set Mass” precisely with a node ! and verify if the “Get mass” node -included in UE4- returns the same value…
> 
> [https://dl.dropboxusercontent.com/u/21672921/\_FORUM/ue4-mass.jpg](https://dl.dropboxusercontent.com/u/21672921/_FORUM/ue4-mass.jpg)
> 
> Thanks a lot ! 😉

Hi there! Nice colors in your post! 🙂

You shouldn’t be setting the mass directly, what I can do easily is give you a node to set the mass scale of any primitive component / static mesh / skeletal mesh.

By playing with the mass scale on a per- basis you can get the to have the effective movement/physics that you want in game.

If you are doing some kind of 3d weight scale game and you actually need 1 kg every, it will require much more effort on my part 🙂

Mass scale is easy and universally useful!

````auto

**Mass to Power 0 = 1**

[QUOTE=martoof;205376]

In fact, there is a value in the physical material which cause problem and seems to be use by the engine for the calculation :
- Raise Mass to Power = 0.75 by default
If I set Raise Mass to Power = 0.0 ---&gt; my has Mass in Kg = 1.001 :( WHY !!!! :confused:[/COLOR]
##############

[/QUOTE]

**If you raise anything to the power of 0, the value is 1!**

**Conceptual proof:**

 is because power implies Self-Multiplication, (x^2 = x * x), and the only thing you can multiply any number by and get itself is 1. So 1 is Eternal Constant when it comes to exponential math, anything to 0 power is the same, constant, unchanged Origin of exponential math. numbers to the 0 power trace back to the same single point, the number 1, so is Origin. And 0 represent the concept of Origin!

**Conventional Proof:**

```

                 X^y
 x^0 = x^(y-y) = --- = 1
                 x^y    

```

**So um, is that you need then? A phys mat with power to 0?**

Mass scale as a BP node would be much more useful to more people and gives you fine tuned control on a per- basis, and does not require phys-mats to be set anywhere :)
````

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<div class="post-metadata">

**Author:** ![Pampers](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Pampers](https://forums.unrealengine.com/u/Pampers)\
**Post date:** [January 16, 2015, 8:09pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/529 "2015-01-16T20:09:13Z")

</div>

Do I need a 4.7 to get it to work with packed games? Great work btw, everytime I open thread, I find nodes I never knew I couldn’t live without 🙂

---

<div class="post-metadata">

**Author:** ![Admiral\_Skye](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Admiral\_Skye](https://forums.unrealengine.com/u/Admiral_Skye)\
**Post date:** [January 17, 2015, 2:09am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/530 "2015-01-17T02:09:07Z")

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I’m having some problems with Get Rendered Actors and Get Not Rendered Actors. If an actor is rendered once, then it will always be considered rendered, even off screen.

I have it so when I press F, it stores an array with the rendered actors, it also clears the old array if used again. I then have it print the name of it on screen. So I start the game and when I press F it prints nothing, after I look at the actor it prints that actor’s name, but if I look away it still prints that actor. The problem is also in Not Rendered Actors, I start the game and it prints the actor’s name, I look at it and it prints nothing, then I look away and still prints nothing. I’ve been using the default 0.01 seconds to check for rendered actors, but it seems to ignore that since it’s always considered rendered even with 0 seconds. Am I just not using correctly?

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**Author:** ![DennisSoemers](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DennisSoemers](https://forums.unrealengine.com/u/DennisSoemers)\
**Post date:** [January 17, 2015, 11:51am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/531 "2015-01-17T11:51:17Z")

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Hey , a quick question. Is the code included in the download completely free to use for any and purposes? I don’t believe it contains any document that describes permissions as to what it’s allowed to be used for? And yes, I realize touching the code is not strictly necessary, but in some cases I would prefer to just use the C++ code directly instead of the blueprints.

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