# (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:** 50

<div class="post-metadata">

**Author:** ![Number47](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Number47](https://forums.unrealengine.com/u/Number47)\
**Post date:** [July 11, 2015, 7:32pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1029 "2015-07-11T19:32:14Z")

</div>

> [@;329870](#):
>
> I need to see the compile errors / output log errors that you’re getting in order to help further, I am including PhysX libraries in the plugin.
> 
> 🙂

I am at my laptop right now, but the compiler complains that it can’t find the Physx include libraries. I will send the log when I get back to my devmachine.

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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:** [July 12, 2015, 2:18pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1030 "2015-07-12T14:18:22Z")

</div>

Edit: So John pointed out how to do it, so nevermind my request. 🙂

Cheers,

, do you think it would be useful to have an event which is frame independent?  
The current Event Tick fires every single frame, something which isn’t that consistent when getting low fps. I know you can use Delta Seconds to accommodate a bit, but as far as I understood it you are limited how far. Another thing would be that it doesn’t change how often the event gets fired, so I think a proper solution would be nice and since I think it might be useful for everyone using BP it might be a good request.  
I don’t know if Event can use parameters, otherwise I would say a parameter which determines how often per second the event should be fired would be nice.

PS: If it’s already possible to have a frame independent solution within BP which is basically an event which fires 50 times per second for example, then you can ignore request ^^

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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:** [July 12, 2015, 5:21pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1031 "2015-07-12T17:21:33Z")

</div>

If you want an event to fire 50 times a second you would create a custom event and set a timer for custom event in begin play and set the timer to 0.02 seconds and tick “looping”. Then your custom event will fire 50 times a second, frame independent.

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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:** [July 12, 2015, 6:24pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1032 "2015-07-12T18:24:51Z")

</div>

> [@John Alcatraz;330516](#):
>
> If you want an event to fire 50 times a second you would create a custom event and set a timer for custom event in begin play and set the timer to 0.02 seconds and tick “looping”. Then your custom event will fire 50 times a second, frame independent.

Thank you!  
I misunderstood what timers were for, so I didn’t think about using them. Now after you mentioned it I checked the docs, tried it out and it works perfectly.  
Again, thank you.

Cheers,

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_99aa1f50](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_99aa1f50](https://forums.unrealengine.com/u/anonymous_user_99aa1f50)\
**Post date:** [July 13, 2015, 4:33am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1033 "2015-07-13T04:33:37Z")

</div>

i dont mean to be any rude but guys i head into problem in ue4 but no one answering it so i try to post at several threads is a real dead end for me pls help me fix blueprint

> **[Get the new mesh from player instead of the inherited one](https://forums.unrealengine.com/showthread.php?76179-Get-the-new-mesh-from-player-instead-of-the-inherited-one&p=330740#post330740)**
>
> so im making a gun to attach to my rig hand but in this procces instead of attaching it to inherited mesh instead i make a new mesh so that it can folllow the camera but i cant connect the get character node to my mesh as you can see here if i...

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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:** [July 13, 2015, 7:21pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1034 "2015-07-13T19:21:13Z")

</div>

> [@RhythmScript;329951](#):
>
> True but won’t work for writing lines to Input.ini, which is necessary for adjusting key mappings.

I made a whole sample project on adjusting key mappings that uses my Victory Plugin 🙂

**Just upgraded to 4.8**  
**'s UMG Rebindable Key System**  
[[Full Project] 's UMG Rebindable Key System, Rebind keys at Runtime! - Programming & Scripting - Epic Developer Community Forums](https://forums.unrealengine.com/showthread.php?51449-Full-Project--s-UMG-Rebindable-Key-System-Rebind-keys-at-Runtime)!

🙂

---

<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:** [July 13, 2015, 7:37pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1035 "2015-07-13T19:37:52Z")

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\*\*Improved Get Vertex Locations of Static Mesh

Now works in Packaged Games\*\*

 ![560b4f2b24fb116ffc5c2ddfd4f04754501ad6c2.jpeg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/6/0/560b4f2b24fb116ffc5c2ddfd4f04754501ad6c2.jpeg)

 ![VertexLocationsV2.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/f/2/f2839feac3868f56a99654a9fe5650618a838720.jpeg)

**My C++ Code For You**

See my PhysX wiki for the basic build.cs setup:

> **[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...

Here is the code I wrote to get of the transformed vertex positions using the Body Instance and PhysX code!

I am doing many safety checks to ensure the Body Instance data is valid before utilizing it, and the result is that now you can get accurate vertex locations in packaged games!

```auto

// ~~~PhysX~~~
#include "PhysXIncludes.h"
#include "PhysicsPublic.h" //For the ptou conversions
// ~~~~~~~~~~~

//Get Transformed Vertex positions of any static mesh! -
bool UVictoryBPFunctionLibrary::GetStaticMeshVertexLocations(UStaticMeshComponent* Comp, TArray<FVector>& VertexPositions)
{
	
	if(!Comp || !Comp->IsValidLowLevel()) 
	{
		return false;
	}
	// ~~~~~~~~~~~~~~~~~~~~~~~
	
	//Component Transform
	FTransform RV_Transform = Comp->GetComponentTransform(); 
	
	//Body Setup valid?
	UBodySetup* BodySetup = Comp->GetBodySetup();
	
	if(!BodySetup || !BodySetup->IsValidLowLevel())
	{
		return false;
	}  
	
	//Get the Px Mesh!
	PxTriangleMesh* TriMesh = BodySetup->TriMesh;
	 
	if(!TriMesh) 
	{
		return false;
	}
	// ~~~~~~~~~~~~~~~~
	
	//Number of vertices
	PxU32 VertexCount = TriMesh->getNbVertices();
	
	//Vertex array
	const PxVec3* Vertices = TriMesh->getVertices();
	
	//For each vertex, transform the position to match the component Transform 
	for(PxU32 v = 0; v < VertexCount; v++)
	{ 
		VertexPositions.Add(RV_Transform.TransformPosition(P2UVector(Vertices[v])));
	}
	
	return true;
} 

```

**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:** ![RhythmScript](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@RhythmScript](https://forums.unrealengine.com/u/RhythmScript)\
**Post date:** [July 13, 2015, 9:18pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1036 "2015-07-13T21:18:35Z")

</div>

> [@;331356](#):
>
> I made a whole sample project on adjusting key mappings that uses my Victory Plugin 🙂
> 
> **Just upgraded to 4.8**  
> **'s UMG Rebindable Key System**  
> [[Full Project] 's UMG Rebindable Key System, Rebind keys at Runtime! - Programming & Scripting - Epic Developer Community Forums](https://forums.unrealengine.com/showthread.php?51449-Full-Project--s-UMG-Rebindable-Key-System-Rebind-keys-at-Runtime)!
> 
> 🙂

True, but your system doesn’t allow the rebinding of InputAxis events, nor does it allow binding multiple keys to the same action… But can be easily by modifying Input.ini, and so I was hoping that in the absence of Victory Key Binding’s ability to do it I might just use BP commands to write/remove the appropriate stuff from the Input.ini file and be with it, rather than trying to learn enough C++ to tweak your plugin to enable remapping WASD keys 😛

I know that supporting those is on your to-do list, but I also know you’re a busy guy with more important things to do than fix Epic’s lack of key rebinding so I was hoping to work around it rather than wait for you to get to it

---

<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:** [July 17, 2015, 5:05pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1037 "2015-07-17T17:05:42Z")

</div>

Sound Nodes For You

Two sound BP nodes for you!

 ![2d16db46320c67967ee1942b4e35742031880893.jpeg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/d/1/2d16db46320c67967ee1942b4e35742031880893.jpeg)

 ![59b3e199554c243882d759c4b789ea97621f9174.jpeg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/9/b/59b3e199554c243882d759c4b789ea97621f9174.jpeg)

```auto

**Latest plugin download on the UE4 Wiki: (7.93 mb)**
https://wiki.unrealengine.com/File:VictoryPlugin.zip

```

**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 link will not start a download instantly, it will just take you to the Media Fire file description.

> **[VictoryPlugin](https://www.mediafire.com/file/g6uf9kt5ueb2upj/VictoryPlugin.zip/file)**
>
> MediaFire is a simple to use free service that lets you put all your photos, documents, music, and video in a single place so you can access them anywhere and share them everywhere.

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:** [July 18, 2015, 12:06am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1038 "2015-07-18T00:06:40Z")

</div>

Key Rebinding

 ![8ecc5dd055a307c7df41b32c70e56ddba193b6f4.jpeg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/e/c/8ecc5dd055a307c7df41b32c70e56ddba193b6f4.jpeg)

Dear Community,

I’ve now added support for rebinding both action and axis mappings during runtime!

1. You can rebind Axis mapping keys!
2. You can rebind Axis mapping scales (usually -1 or 1, but you can use any number you want)
3. You can convert an input key event to an axis mapping (for use with “enter new key” type menus)

See my sample project for how to use these nodes!

```auto

**Runtime Key Rebinding Menu**

Again the whole point of these nodes is so that you can allow your players / users to change game axis/action mappings during runtime, to go with a key-rebinding menu!

```

**Sample Project**

I’ve composed a sample project that demonstrates the use of these nodes!

> **[\[Full Project\] 's UMG Rebindable Key System, Rebind keys at Runtime!](https://forums.unrealengine.com/showthread.php?51449-Full-Project--s-UMG-Rebindable-Key-System-Rebind-keys-at-Runtime%21&p=334917&viewfull=1#post334917)**
>
> Current Version: 4.15, Prior Engine Versions Are Available! 4.15 Update \*\*Major Update ~ Assorted fixes contriubted by community members:\*\* ...

 ![78e4afd1f68c16c666acb4a5fe6badb7773ab16f.jpeg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/8/e/78e4afd1f68c16c666acb4a5fe6badb7773ab16f.jpeg)]([[Full Project] 's UMG Rebindable Key System, Rebind keys at Runtime! - Programming & Scripting - Epic Developer Community Forums](https://forums.unrealengine.com/showthread.php?51449-Full-Project--s-UMG-Rebindable-Key-System-Rebind-keys-at-Runtime!&p=334917&viewfull=1#post334917))

```auto

**Latest plugin download on the UE4 Wiki: (7.94 mb)**
https://wiki.unrealengine.com/File:VictoryPlugin.zip

```

**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 link will not start a download instantly, it will just take you to the Media Fire file description.

> **[VictoryPlugin](https://www.mediafire.com/file/g6uf9kt5ueb2upj/VictoryPlugin.zip/file)**
>
> MediaFire is a simple to use free service that lets you put all your photos, documents, music, and video in a single place so you can access them anywhere and share them everywhere.

Enjoy!

🙂

---

<div class="post-metadata">

**Author:** ![CatchPhyre](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CatchPhyre](https://forums.unrealengine.com/u/CatchPhyre)\
**Post date:** [July 18, 2015, 1:34am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1039 "2015-07-18T01:34:27Z")

</div>

Hi ,

is in reference to the previous posts. Another alternative to spawn locations for fire particles: A voronoi fracture on a mesh creates destructible mesh. It slices the mesh into mini chunks. The number of slices or chunks can be increased or decreased based on requirements. If there is a way to access the individual locations (center) and unique ID of each of these chunks, they can become propagation points for fire. The ID is to do array/list manipulations. At present there are no blueprint nodes for . Do you think is doable? I am trying to improve my thesis system. The vertex based propagation is very limiting. If the voronoi method for calculation propagation points works, it may be a better and more dynamic method.

Also, is it possible to get vertex information for skeletal meshes? I have many objects that needs morph targets (therefore need to imported as skeletal meshes). is to show of fire damage on those meshes.

Thanks!

---

<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:** [July 18, 2015, 1:45am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1040 "2015-07-18T01:45:40Z")

</div>

> [@CatchPhyre;334956](#):
>
> Also, is it possible to get vertex information for skeletal meshes? I have many objects that needs morph targets (therefore need to imported as skeletal meshes). is to show of fire damage on those meshes.
> 
> Thanks!

Yes I’ll be working on soon, and then on to destructible mesh piece locations, but will do Animated vertex locations of skeletal meshes first,

Keep in mind no one pays me to do any of , so it may take some

🙂

PS: Newest node release:

**Rebinding Axis Key Mappings During Runtime!**

> **[(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!](https://forums.unrealengine.com/showthread.php?3851-%2839%29--s-Extra-Blueprint-Nodes-for-You-as-a-Plugin-No-C-Required%21&p=334933&viewfull=1#post334933)**
>
> Dear Community, 🌟 Newest Awesome 🌟 (In Complimentary (no cost) Victory Plugin!) Now You Can Get the Text Output (STDOUT or STDERR) from any .exe program, straight into Unreal Engine! is the output of ⚡ a video compression commandline tool...

---

<div class="post-metadata">

**Author:** ![CatchPhyre](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CatchPhyre](https://forums.unrealengine.com/u/CatchPhyre)\
**Post date:** [July 18, 2015, 2:26am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1041 "2015-07-18T02:26:22Z")

</div>

Thanks! Looking forward to the updates.

---

<div class="post-metadata">

**Author:** ![RhythmScript](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@RhythmScript](https://forums.unrealengine.com/u/RhythmScript)\
**Post date:** [July 18, 2015, 10:26am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1042 "2015-07-18T10:26:07Z")

</div>

Did you know that you’re my hero, ?

I see from the picture that we can also map two or more keys to the same action, so that’s just like bonus points for me.

Epic should be paying you for , man.

Now I have an options menu to finish.

---

<div class="post-metadata">

**Author:** ![Number47](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Number47](https://forums.unrealengine.com/u/Number47)\
**Post date:** [July 19, 2015, 11:03am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1043 "2015-07-19T11:03:39Z")

</div>

> [@;329870](#):
>
> I need to see the compile errors / output log errors that you’re getting in order to help further, I am including PhysX libraries in the plugin.
> 
> 🙂

> [@Number47;330001](#):
>
> I am at my laptop right now, but the compiler complains that it can’t find the Physx include libraries. I will send the log when I get back to my devmachine.

Here is the logs from when I compile my game in VS:

Error 1 error C1083: Cannot open include file: ‘flex.h’: No such file or directory G:\UnrealEngine-4.8\_NVIDIA\_Techs\Engine\Source\Runtime\Engine\Public\PhysXIncludes.h 68 1 StairsGameC

Error 2 error C1083: Cannot open include file: ‘flex.h’: No such file or directory G:\UnrealEngine-4.8\_NVIDIA\_Techs\Engine\Source\Runtime\Engine\Public\PhysXIncludes.h 68 1 StairsGameC

Warning 3 warning C4996: including Slate.h is deprecated. Please include SlateBasics.h and then individual widget headers instead. G:\UnrealEngine-4.8\_NVIDIA\_Techs\Engine\Source\Runtime\Slate\Public\Slate.h 5 1 StairsGameC

Error 4 error : Failed to produce item: C:\Users\AndersN\Documents\Unreal Projects\StairsGameC 4.7 - Copy 4.8\Plugins\VictoryPlugin\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-VictoryBPLibrary.exp C:\Users\AndersN\Documents\Unreal Projects\StairsGameC 4.7 - Copy 4.8\Intermediate\ProjectFiles\ERROR StairsGameC

Error 5 error MSB3073: The command “G:\UnrealEngine-4.8\_NVIDIA\_Techs\Engine\Build\BatchFiles\Build.bat StairsGameCEditor Win64 Development “C:\Users\AndersN\Documents\Unreal Projects\StairsGameC 4.7 - Copy 4.8\StairsGameC.uproject”” exited with code -1. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 38 5 StairsGameC

---

<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:** [July 21, 2015, 4:36am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1044 "2015-07-21T04:36:22Z")

</div>

> [@Number47;335743](#):
>
> Here is the logs from when I compile my game in VS:
> 
> Error 1 error C1083: Cannot open include file: ‘flex.h’: No such file or directory G:\UnrealEngine-4.8\_NVIDIA\_Techs\Engine\Source\Runtime\Engine\Public\PhysXIncludes.h 68 1 StairsGameC
> 
> Error 2 error C1083: Cannot open include file: ‘flex.h’: No such file or directory G:\UnrealEngine-4.8\_NVIDIA\_Techs\Engine\Source\Runtime\Engine\Public\PhysXIncludes.h 68 1 StairsGameC
> 
> Warning 3 warning C4996: including Slate.h is deprecated. Please include SlateBasics.h and then individual widget headers instead. G:\UnrealEngine-4.8\_NVIDIA\_Techs\Engine\Source\Runtime\Slate\Public\Slate.h 5 1 StairsGameC
> 
> Error 4 error : Failed to produce item: C:\Users\AndersN\Documents\Unreal Projects\StairsGameC 4.7 - Copy 4.8\Plugins\VictoryPlugin\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-VictoryBPLibrary.exp C:\Users\AndersN\Documents\Unreal Projects\StairsGameC 4.7 - Copy 4.8\Intermediate\ProjectFiles\ERROR StairsGameC
> 
> Error 5 error MSB3073: The command “G:\UnrealEngine-4.8\_NVIDIA\_Techs\Engine\Build\BatchFiles\Build.bat StairsGameCEditor Win64 Development “C:\Users\AndersN\Documents\Unreal Projects\StairsGameC 4.7 - Copy 4.8\StairsGameC.uproject”” exited with code -1. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 38 5 StairsGameC

> [@Number47;335743](#):
>
> Hi, has anyone tried to use the Victory plugin with the nVidia branches,

I’m sorry but if you are using nVidia Branches of the Unreal Engine you need to talk to them about why Flex.h can’t be found.

The public PhysX includes are working for people on every OS for the main branch.

Ask them and feel free to let me know what they say!

🙂

---

<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:** [July 21, 2015, 4:37am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1045 "2015-07-21T04:37:11Z")

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> [@RhythmScript;335115](#):
>
> Did you know that you’re my hero, ?
> 
> I see from the picture that we can also map two or more keys to the same action, so that’s just like bonus points for me.
> 
> Epic should be paying you for , man.
> 
> Now I have an options menu to finish.

Hee hee!

Yay!

🙂

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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:** [July 21, 2015, 4:41am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1046 "2015-07-21T04:41:53Z")

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![8b90bb66175d0fd321089ff405b7353b054f1a9e.jpeg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/b/9/8b90bb66175d0fd321089ff405b7353b054f1a9e.jpeg)  
(as of 6/11/15)

Dear Community,

**I’ve made a new BP node for you!**

**HasSubstring** compliments the functionality of **FindSubstring**.

**FinsSubstring** requires more inputs and returns an index within the source string.

My node, **HasSubstring** , requires only 1 input and only returns whether or not the supplied substring is in the source string.

I use the C++ version of HasSubstring the so I felt you would enjoy having it in BP as well!

```auto

**Example Usage ~ Search**

If you wanted to make a string-based search , that iterated over the contents of a list of UMG Texts, you can take the user's supplied search string and use my **HasSubstring** node to find the UMG Text widgets that contain the user's supplied search string.

```

\*\*Latest plugin download on the UE4 Wiki: (7.94 mb) \*\*

> **[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

**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 link will not start a download instantly, it will just take you to the Media Fire file description.

https://www.mediafire.com/?g6uf9kt5ueb2upj

Enjoy!

:)
```

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<div class="post-metadata">

**Author:** ![Number47](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Number47](https://forums.unrealengine.com/u/Number47)\
**Post date:** [July 21, 2015, 11:18am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1047 "2015-07-21T11:18:36Z")

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> [@;336903](#):
>
> I’m sorry but if you are using nVidia Branches of the Unreal Engine you need to talk to them about why Flex.h can’t be found.
> 
> The public PhysX includes are working for people on every OS for the main branch.
> 
> Ask them and feel free to let me know what they say!
> 
> 🙂

But only happens when I put your plugin into the Plugins folder of my project, when I remove your plugin from my project it compiles fine again. But I will ask in the Gameworks integration thread and report back if I hear anything.

UPDATE:  
Here is the answer from GalaxyMan2015 on the GameWorks thread:

I believe’s plugins have PhysX integrations right? If is the case, then you will need to add FLEX to the DependencyModuleNames of the Build.cs of’s plugin, I had to do myself for my project as I have some PhysX integration stuff, and it was complaining it couldn’t find Flex.h until I added FLEX to the module list.

And worked for me!!!

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**Author:** ![anonymous\_user\_4cc6c912](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_4cc6c912](https://forums.unrealengine.com/u/anonymous_user_4cc6c912)\
**Post date:** [July 23, 2015, 4:15am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1048 "2015-07-23T04:15:07Z")

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Hi,

I’ve tried using’s plugin and when I ran into some packaging issues I decided to remove it (it was a sensitive project and we couldn’t spend the debugging). When I disabled it, the project became corrupted. (on 4.7.6, 4.8.1, and 4.8.2).

The game was a c++ project; on disabling the plugin, the visual studio part of the project was completely removed (as in, no longer in the VS project explorer - only the UE4 engine part of the VS project, and the files missing in the game folder) - even the compile option in the game editor was gone. It reduced it to a blueprint only project - which could not be cooked/packaged. I re-enabled the plugin and while I regained the visual studio part, the c++ would no longer compile; the editor would not even load, and I ended up having to delete the game and start over from a skeleton backup.

I would not recommend plug in - cost our group a lot of money.

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