# (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:** 35

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**Author:** ![intoxicat3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@intoxicat3](https://forums.unrealengine.com/u/intoxicat3)\
**Post date:** [March 19, 2015, 1:15pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/704 "2015-03-19T13:15:34Z")

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First of thanks , great work!

Is there any that you can tell us which file to download to get it working with 4.6.1? 🙂

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<div class="post-metadata">

**Author:** ![anonymous\_user\_75bbe973](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_75bbe973](https://forums.unrealengine.com/u/anonymous_user_75bbe973)\
**Post date:** [March 19, 2015, 9:17pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/705 "2015-03-19T21:17:26Z")

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Dear ,

Can you pls do a node to get a String Array of level names that can be loaded via “Open Level”?

Something like “Get Names of Loaded Levels”, but only “Get names of Levels”

> **[List all maps in project or directory](https://forums.unrealengine.com/questions/134539/list--maps-in-project-or-directory.html)**
>
> I want to create a simple level selector, that allows me to select a map to play. Right now I’ve hardcoded the list of maps, but it’s a clunky solution at best. Is there a way to list all maps included in project, or in specific directory? Preferably...

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**Author:** ![Parvan](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/parvan/32/1137391_2.png) [@Parvan](https://forums.unrealengine.com/u/Parvan)\
**Post date:** [March 19, 2015, 10:49pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/706 "2015-03-19T22:49:07Z")

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I was working on a three month old build of 's plugin on 4.6.1 not too long ago if I remember right.

Yep, just checked my repository.

[https://git.metahusk.com/commit/?r=random.git&h=8d6736f4bf8332748ca5662d607c13b5893fec43](https://git.metahusk.com/commit/?r=random.git&h=8d6736f4bf8332748ca5662d607c13b5893fec43)

I think the plugin versions dated around December 2014 will work for sure with v4.6 and likely newer versions too. (But I never tried them) Just trying to be helpful.

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**Author:** ![anonymous\_user\_79a1686a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_79a1686a](https://forums.unrealengine.com/u/anonymous_user_79a1686a)\
**Post date:** [March 20, 2015, 5:05pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/707 "2015-03-20T17:05:41Z")

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Everything and the nodes work great, but for some reason any JoyISM objects vanish in a built version of my projects. They are there in editor and look/work fine, shadow building and everything, but as soon as the game is compiled, they just vanish. I’ve even tried promoting them to blueprints, and trying to spawn them in-game, with no error and no result. It’s a 4.7.3 C++ project. Since I am not getting any errors, I don’t know where I can look to try and fix it. Could there be something simple that I’m still missing? Many thanks in advance.

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**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:** [March 21, 2015, 1:46am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/708 "2015-03-21T01:46:35Z")

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> [@Parvan;251192](#):
>
> Thank you ! Hopefully they get a fixin. Hehe

Yea I hope so too!

🙂

🙂

🙂

> [@intoxicat3;251370](#):
>
> First of thanks , great work!
> 
> Is there any that you can tell us which file to download to get it working with 4.6.1? 🙂

You’re welcome!

**Any build before February 24th, release date of 4.7, should work!**

> [@Eduard Gotwig;251781](#):
>
> Dear ,
> 
> Can you pls do a node to get a String Array of level names that can be loaded via “Open Level”?
> 
> Something like “Get Names of Loaded Levels”, but only “Get names of Levels”
> 
> [List all maps in project or directory - Programming & Scripting - Epic Developer Community Forums](https://answers.unrealengine.com/questions/134539/list--maps-in-project-or-directory.html)

Ahh is a great idea for a node!

> [@kaitou;252451](#):
>
> Everything and the nodes work great, but for some reason any JoyISM objects vanish in a built version of my projects. They are there in editor and look/work fine, shadow building and everything, but as soon as the game is compiled, they just vanish. I’ve even tried promoting them to blueprints, and trying to spawn them in-game, with no error and no result. It’s a 4.7.3 C++ project. Since I am not getting any errors, I don’t know where I can look to try and fix it. Could there be something simple that I’m still missing? Many thanks in advance.

I will have to investigate , you mean a packaged game right?

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<div class="post-metadata">

**Author:** ![anonymous\_user\_79a1686a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_79a1686a](https://forums.unrealengine.com/u/anonymous_user_79a1686a)\
**Post date:** [March 22, 2015, 1:15pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/709 "2015-03-22T13:15:55Z")

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> [@;252883](#):
>
> I will have to investigate , you mean a packaged game right?

Correct! I can combine meshes fine in editor, and they work fine, but packaging the project (package for development, win-64bit), and they don’t appear. Interestingly enough I tried promoting a JoyISM to a full blueprint, and then tried to spawn it, which had the same result, worked in editor, but not in game.

the nodes from the plugin work fine however. Any assistance is greatly appreciated!

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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:** [March 22, 2015, 9:01pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/710 "2015-03-22T21:01:52Z")

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> [@kaitou;253864](#):
>
> Correct! I can combine meshes fine in editor, and they work fine, but packaging the project (package for development, win-64bit), and they don’t appear. Interestingly enough I tried promoting a JoyISM to a full blueprint, and then tried to spawn it, which had the same result, worked in editor, but not in game.
> 
> the nodes from the plugin work fine however. Any assistance is greatly appreciated!

Sounds like is related to the same where instanced static mesh components do not copy correctly when you try to duplicate an actor that has an instanced static mesh component, I may have to do some extensive investigation of / modifcation to Epic code and may take some, but thanks for letting me know about in friendly-fashion!

🙂

PS: summary, could take a while, please dont be waiting/dependent on a solution happening within a 2-3 weeks.

I will get to it soon as I can 🙂

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**Author:** ![Netrve](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/netrve/32/549870_2.png) [@Netrve](https://forums.unrealengine.com/u/Netrve)\
**Post date:** [March 22, 2015, 10:53pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/711 "2015-03-22T22:53:18Z")

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> [@;254169](#):
>
> PS: summary, could take a while, please don’t be waiting/dependent on a solution happening within a 2-3 weeks.  
> I will get to it soon as I can 🙂

Yeah, sure. You and no solution within 2-3 weeks?! I bet as soon as you start looking, you already have the solution, because you are you! 😃  
But now to be serious, you’ve so much and keep doing so much for the community, I think that we can be patient. 🙂  
I’m sure you are going to find a solution ^^

Greetings,

PS: That particular would be more or less something which I would use near the end of my project anyways, since I think it’s more of a way to optimize one’s project, or am I wrong?

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<div class="post-metadata">

**Author:** ![anonymous\_user\_79a1686a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_79a1686a](https://forums.unrealengine.com/u/anonymous_user_79a1686a)\
**Post date:** [March 22, 2015, 11:02pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/712 "2015-03-22T23:02:22Z")

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> [@;254169](#):
>
> Sounds like is related to the same where instanced static mesh components do not copy correctly when you try to duplicate an actor that has an instanced static mesh component, I may have to do some extensive investigation of / modifcation to Epic code and may take some, but thanks for letting me know about in friendly-fashion!
> 
> 🙂
> 
> PS: summary, could take a while, please dont be waiting/dependent on a solution happening within a 2-3 weeks.
> 
> I will get to it soon as I can 🙂

Heh, understood and appreciated! I’ll wait patiently. I’m using some of your nodes in the project already, and those are working perfectly, and I’ll gladly wait to use the ISM conversion. Thanks for the reply!

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**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:** [March 23, 2015, 9:14pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/713 "2015-03-23T21:14:06Z")

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> [@;254252](#):
>
> Yeah, sure. You and no solution within 2-3 weeks?! I bet as soon as you start looking, you already have the solution, because you are you! 😃  
> But now to be serious, you’ve so much and keep doing so much for the community, I think that we can be patient. 🙂  
> I’m sure you are going to find a solution ^^
> 
> Greetings,
> 
> PS: That particular would be more or less something which I would use near the end of my project anyways, since I think it’s more of a way to optimize one’s project, or am I wrong?

Hee hee thanks !

Yes its an optimization, not really ideal for development since you have to keep switching back and forth, but fabulously essential for optimizaiton!

> [@kaitou;254261](#):
>
> Heh, understood and appreciated! I’ll wait patiently. I’m using some of your nodes in the project already, and those are working perfectly, and I’ll gladly wait to use the ISM conversion. Thanks for the reply!

**I am glad you are enjoying my other nodes Kaitou! Have fun today!**

🙂

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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:** [March 23, 2015, 9:16pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/714 "2015-03-23T21:16:54Z")

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\*\*2 New Nodes For You

**Create UObject (Absolute Power in BP!)**

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

**Being able to create UObjects is essential if you really want absolute power in Blueprints!**

 ![e9aaaa42dbaa56c4c71a4ea4258259f6fae694bc.jpeg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/9/a/e9aaaa42dbaa56c4c71a4ea4258259f6fae694bc.jpeg)

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!

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!

````auto

**C++ Code For You**

Here's the code!

```

UObject* UVictoryBPFunctionLibrary:: **CreateObject** (UObject* WorldContextObject,UClass* TheObjectClass, FName Name)
{
	if(!TheObjectClass) return NULL;
	// ~~~~~~~~~~~~~~~~~
	
	//using a context 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 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;
	// ~~~~~~~~~~~~~
	 
	NewComp->SetWorldLocation(Location);
	NewComp->SetWorldRotation(Rotation);
	NewComp->RegisterComponentWithWorld(World);
	
	return NewComp;
}

```

♥
````

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<div class="post-metadata">

**Author:** ![ChrisTm](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ChrisTm](https://forums.unrealengine.com/u/ChrisTm)\
**Post date:** [March 23, 2015, 9:33pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/715 "2015-03-23T21:33:18Z")

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you are Nominated here 😉[https://forums.unrealengine.com/showthread.php?64126-Nominations-for-a-grant&p=255192#post255192](https://forums.unrealengine.com/showthread.php?64126-Nominations-for-a-grant&p=255192#post255192)

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<div class="post-metadata">

**Author:** ![anonymous\_user\_cacd3de0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_cacd3de0](https://forums.unrealengine.com/u/anonymous_user_cacd3de0)\
**Post date:** [March 24, 2015, 1:01am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/716 "2015-03-24T01:01:50Z")

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I just built the branch of UE4 and it refused to compile the VictoryPlugin. Something about a deprecated node. Please update soon.

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<div class="post-metadata">

**Author:** ![Netrve](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/netrve/32/549870_2.png) [@Netrve](https://forums.unrealengine.com/u/Netrve)\
**Post date:** [March 24, 2015, 1:59am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/717 "2015-03-24T01:59:22Z")

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> [@sgehrman;255323](#):
>
> I just built the branch of UE4 and it refused to compile the VictoryPlugin. Something about a deprecated node. Please update soon.

updates, as far as I know, the plugin only for every stable release, so there won’t be a update for a preview or the branch (especially the branch as it’s the most unstable version with the most changes).

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<div class="post-metadata">

**Author:** ![John\_Alcatraz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@John\_Alcatraz](https://forums.unrealengine.com/u/John_Alcatraz)\
**Post date:** [March 24, 2015, 2:00am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/718 "2015-03-24T02:00:11Z")

</div>

> [@;255186](#):
>
> **Create UObject (Absolute Power in BP!)**
> 
> **Being able to create UObjects is essential if you really want absolute power in Blueprints!**
> 
> 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!
> 
> 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!

So the Objects should be parent class instead of Actor, right?

How to use your plugin with a version you haven’t compiled it for? Like the most recent 4.7 branch?

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<div class="post-metadata">

**Author:** ![anonymous\_user\_cacd3de0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_cacd3de0](https://forums.unrealengine.com/u/anonymous_user_cacd3de0)\
**Post date:** [March 24, 2015, 2:21am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/719 "2015-03-24T02:21:01Z")

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If I add a “Create Texture Render Target 2D” I’m unable to save the project if the BP actor is in the scene.

Any idea how to get around ?

Can’t save D:/GitHub/LeapProjectUE4/Content/FirstPersonBP/Maps/FirstPersonExampleMap.umap: Graph is linked to private (s) in an external package.  
External (s):  
TextureRenderTarget2D\_230  
/Engine/Transient  
TextureRenderTarget2D\_231  
TextureRenderTarget2D\_232  
TextureRenderTarget2D\_233

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<div class="post-metadata">

**Author:** ![anonymous\_user\_75bbe973](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_75bbe973](https://forums.unrealengine.com/u/anonymous_user_75bbe973)\
**Post date:** [March 24, 2015, 2:11pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/720 "2015-03-24T14:11:53Z")

</div>

, pls fix:

> **[\[4.7 Final\] PhysX error isFinite](https://forums.unrealengine.com/questions/178295/47-final-physx-error-isfinite.html)**
>
> When I try build my project for Android I received below error during compilation: LogPlayLevel: UnrealBuildTool: In file included from Runtime/Engine/Public\\PhysXIncludes.h:19: LogPlayLevel: UnrealBuildTool: In file included from...

Theres an answer now.

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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:** [March 25, 2015, 1:49am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/721 "2015-03-25T01:49:39Z")

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> [@sgehrman;255323](#):
>
> I just built the branch of UE4 and it refused to compile the VictoryPlugin. Something about a deprecated node. Please update soon.

Please dont use my plugin at the engine level, place it in your project level Plugins folder 🙂

> [@;255339](#):
>
> updates, as far as I know, the plugin only for every stable release, so there won’t be a update for a preview or the branch (especially the branch as it’s the most unstable version with the most changes).

is correct, though **other community members are welcome to update my plugin to branch** or other versions and post it somewheres, I can’t do everything in the Universe by myself you know 🙂

It’s odd to ask me to update to branch since branch is always changing! What are the odds that any two people even having the same version of Branch unless they both update several times a day?

For those who are not aware, Branch is Epic’s running branch of UE4 that has of the most up-to-date additions to the engine, and it is constantly being contributed to by Epic staff! I’ts great fun to watch and know what’s coming, but you can’t ask me to keep my plugin updated to be binary compatible with a version of the engine that changes many times per day 🙂

\*\*I welcome anyone to post preview build versions on the wiki and in thread! \*\*

**Most Recent Victory BP Plugin Download**  
[https://wiki.unrealengine.com/File:VictoryPlugin.zip](https://wiki.unrealengine.com/File:VictoryPlugin.zip)

🙂

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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:** [March 25, 2015, 2:04am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/722 "2015-03-25T02:04:08Z")

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Victory BP Library 4.7.3

\*\*Plugin Up to 4.7.3

Solution to PhysXInclude IsFinite\*\*

Dear Parvan, and Anyone with Linux/issues,

Please try getting my latest version (4.7.3) which I just uploaded!

> **[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...

```auto

**Thank You to Epic RCL**

**Epic Staff member RCL** posted extremely helpful solution to the!

https://answers.unrealengine.com/questions/178295/47-final-physx-error-isfinite.html

```

**The**

It seems that these math libraries, included for Saxon Rah’s random nodes, were causing the issues. See RCL’s post above for more information.

**Originally in .h file of Victory BP Library**

```auto

#include <chrono>
#include <random>

```

````auto

**My Solution**

I moved these included math libraries to AFTER the PhysXIncludes, so they dont conflict with PhysX function names.

```

// ~~~PhysX~~~
#include "PhysXIncludes.h"
#include "PhysicsPublic.h" //For the ptou conversions
// ~~~~~~~~~~~
 
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Saxon Rah Random Nodes
// Chrono and Random

//Order Matters, 
// has to be after PhysX includes to avoid isfinite name definition issues
#include <chrono>
#include <random>

```

**Result:** We get to keep of the PhysX code as well as Saxon Rah's awesome Random Number BP nodes.

````

**Let Me Know**

**Let me know if fix was sufficient or if a more advanced solution is required!**

Enjoy!

**Most Recent Victory BP Plugin Download**

> **[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...

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<div class="post-metadata">

**Author:** ![anonymous\_user\_353d53b5](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_353d53b5](https://forums.unrealengine.com/u/anonymous_user_353d53b5)\
**Post date:** [March 25, 2015, 5:25pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/723 "2015-03-25T17:25:14Z")

</div>

Thank you for nice library. I have downloaded the 25 of March version.  
I am trying to use the “Save String Array To File”. The problem is that if I uncheck “Allow Over Writing” no data will be written in my file. I am quit sure that the path and file name are correct because once I check the “Allow Over Write” the very last data received will be written in the file. I need to save the data in every step, and expected that by unchecking the “Allow Over Write” should have the data saved in my file which is not the case. Could you please help me with ?

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