# (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:** 60

<div class="post-metadata">

**Author:** ![Cassio\_90](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Cassio\_90](https://forums.unrealengine.com/u/Cassio_90)\
**Post date:** [November 5, 2015, 4:12pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1251 "2015-11-05T16:12:45Z")

</div>

Hey ,

I’ve run into an other.  
I’m trying to use you instanced static meshes.  
However pressing i doesn’t work when static meshes are selected… well it does work but only when the level viewport is active (moving around with rightmouse pressed).  
Also when the instanced mesh is created, I save and reload the map, the combined meshes are gone but the ISM class is still there. Shift-i in case does nothing.  
The same is achieved when converting to instanced mesh, then renaming the actor -\> combined meshes gone.  
I’m using a custom ISM class created and setup as you described in the setup video.

Edit:  
Adding the victory plugin and then using VictoryISM works fine…

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_bba6c1dc1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_bba6c1dc1](https://forums.unrealengine.com/u/anonymous_user_bba6c1dc1)\
**Post date:** [November 5, 2015, 5:33pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1252 "2015-11-05T17:33:38Z")

</div>

Hello,  
I have been trying to get a hold of you. Is there an email I can contact you with?  
Thanks - W

---

<div class="post-metadata">

**Author:** ![Nsomnia](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Nsomnia](https://forums.unrealengine.com/u/Nsomnia)\
**Post date:** [November 7, 2015, 6:03pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1253 "2015-11-07T18:03:38Z")

</div>

Thats so odd that the wiki is only showing the october 14th version.

---

<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:** [November 9, 2015, 7:37am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1255 "2015-11-09T07:37:20Z")

</div>

> [@;415950](#):
>
> You need it to be in \*.ogg format ( not wave! ) and then you can access it via the node provided by the plugin.

Thanks for helping out with answers !

🙂

---

<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:** [November 9, 2015, 7:38am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1256 "2015-11-09T07:38:28Z")

</div>

> [@;415938](#):
>
> Thats so odd that the wiki is only showing the october 14th version.

Yea really odd huh? I contacted Epic and they suggested clearing your browser cache or using a different browser

That’s why I have the media fire version now:

**Editor binaries and Packaged binaries in one file:**  
_Win32 Shipping and Win64 Development Supported_

> **[VictoryPlugin](https://www.mediafire.com/?g6uf9kt5ueb2upj)**
>
> 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.

🙂

---

<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:** [November 9, 2015, 7:39am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1257 "2015-11-09T07:39:56Z")

</div>

> [@Bobinaccounting;414802](#):
>
> Hello ,  
> I have been trying to get a hold of you. Is there an email I can contact you with?  
> Thanks - W

My email is listed on my website:

www.

I have 3 plugins available:

**Save System Plugin** (save entire worlds to hard disk using C++ binary serialization!)

**Melee Weapon Plugin**

**Steam Friends List Plugin**

```auto

You can also pm me here in the Epic forums :)
```

---

<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:** [November 9, 2015, 7:45am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1258 "2015-11-09T07:45:10Z")

</div>

Powerful Node To Find PhysX-accurate Distances Between Collision Surfaces!

 ![ClosestPointToCollision.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/9/6/96fc76bcd2e82f02ee0e1c78356786f315399c7a.jpeg)

Dear Community,

I’ve just released two new nodes to help you with of your\*\* collsion surface distance checks\*\*!

These nodes let you easily tell how far a given point is from the actual PhysX surface of any UE4 game with collision / primitive component!

I’ve even given you a node that let’s you **directly check the distance between the physical surfaces of two objects!**

See pics!

**These nodes work with Characters and Skeletal Mesh actors that have physics assets!**

```auto

**Distance Between Surfaces Of Two Objects**

![42686311a9773f2c63184ad34db5dc74c22ddbb9.jpeg|1280x960](upload://9tt9ZqijKdAvdmhpjpNvdh9ahU5.jpeg)

```

\*\*World Point Distance To Collision Of Any \*\*

 ![6b63e52de9205cb6a07392fec3226bdf5fb84299.jpeg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/b/6/6b63e52de9205cb6a07392fec3226bdf5fb84299.jpeg)

 ![SurfaceDistanceBetweenBP.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/f/2/f2010990e3c744a4330bbe46994783f842dac862.jpeg)

````auto

**My C++ For You**

Here's the C++ code for my algorithm to get the distance between the colliding surfaces of any two objects!

```

float UVictoryBPFunctionLibrary::GetDistanceBetweenComponentSurfaces(UPrimitiveComponent* CollisionComponent1, UPrimitiveComponent* CollisionComponent2, FVector& PointOnSurface1, FVector& PointOnSurface2)
{
	if(!CollisionComponent1 || !CollisionComponent2) 
        {
            return -1;
        } 

        //Closest Point on 2 to 1
	CollisionComponent2->GetDistanceToCollision(CollisionComponent1->GetComponentLocation(), PointOnSurface2);
  
	//Closest Point on 1 to closest point on surface of 2
	return CollisionComponent1->GetDistanceToCollision(PointOnSurface2, PointOnSurface1);
}

_

```

````

\*\*Latest plugin download on the UE4 Wiki: (15.22 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...

Not using the latest engine version? Check out my wiki section on which plugin release dates go with which engine version!

**Plugin Release Date and UE4 Engine Versions**

> **[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

```

**Note on Packaging Victory Plugin**

> **[(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=368790&viewfull=1#post368790)**
>
> Dear Community, 🌟 Newest Awesome Feature 🌟 (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...

Enjoy!

🙂

---

<div class="post-metadata">

**Author:** ![Anonymous\_82794abcaf2be17696e3b48f19b50337](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Anonymous\_82794abcaf2be17696e3b48f19b50337](https://forums.unrealengine.com/u/Anonymous_82794abcaf2be17696e3b48f19b50337)\
**Post date:** [November 10, 2015, 3:12am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1261 "2015-11-10T03:12:16Z")

</div>

@,@  
\*.wav can be?  
which plugin 😕  
thanks

---

<div class="post-metadata">

**Author:** ![Anonymous\_82794abcaf2be17696e3b48f19b50337](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Anonymous\_82794abcaf2be17696e3b48f19b50337](https://forums.unrealengine.com/u/Anonymous_82794abcaf2be17696e3b48f19b50337)\
**Post date:** [November 10, 2015, 7:07am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1263 "2015-11-10T07:07:55Z")

</div>

> [@;417278](#):
>
> 1.Only \*.ogg ( use [Audacity](http://audacityteam.org/) to convert your audio files from w/e to ogg )
> 
> 1. plugin:
> 
> How to install:  
> In your project folder, make a new folder and name it Plugins.  
> Put the “VictoryPlugin” folder inside there. ( You will have path: Path\ProjectName\Plugins\VictoryPlugin ).  
> That it.
> 
> Now open your project.  
> Open a blueprint graph, right click on the background and search for “Get Sound Wave From File”. ( I know it says wave, but it works only with ogg files ).  
> node takes a path as input and returns a sound file.
> 
> If you want it to work no matter where your project is, store the sound files inside your project’s folder, something like that: Path\ProjectName\Sounds\*.ogg  
> And use the “Victory Paths Game Root Directory” node.
> 
> The path string will look something like ( pseudo code ):
> 
> path = VictoryPathsGameRootDirectory + “Sounds/myaudiofile.ogg”
> 
> Then you use for the “Get Sound Wave From File” node’s input.
> 
> That’s it 🙂

Thank you very much :o

---

<div class="post-metadata">

**Author:** ![CarlosCoronado](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CarlosCoronado](https://forums.unrealengine.com/u/CarlosCoronado)\
**Post date:** [November 10, 2015, 11:27pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1265 "2015-11-10T23:27:57Z")

</div>

Hi just a quick one!

Do you have any plans to build the Victory plug-in for Mac?

If not, could you tell me how can I do it?

Thanks!

---

<div class="post-metadata">

**Author:** ![TT\_GS](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TT\_GS](https://forums.unrealengine.com/u/TT_GS)\
**Post date:** [November 11, 2015, 5:54am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1266 "2015-11-11T05:54:03Z")

</div>

> [@;417278](#):
>
> 1.Only \*.ogg ( use [Audacity](http://audacityteam.org/) to convert your audio files from w/e to ogg )
> 
> 1. plugin:
> 
> How to install:  
> In your project folder, make a new folder and name it Plugins.  
> Put the “VictoryPlugin” folder inside there. ( You will have path: Path\ProjectName\Plugins\VictoryPlugin ).  
> That it.
> 
> Now open your project.  
> Open a blueprint graph, right click on the background and search for “Get Sound Wave From File”. ( I know it says wave, but it works only with ogg files ).  
> node takes a path as input and returns a sound file.
> 
> If you want it to work no matter where your project is, store the sound files inside your project’s folder, something like that: Path\ProjectName\Sounds\*.ogg  
> And use the “Victory Paths Game Root Directory” node.
> 
> The path string will look something like ( pseudo code ):
> 
> path = VictoryPathsGameRootDirectory + “Sounds/myaudiofile.ogg”
> 
> Then you use for the “Get Sound Wave From File” node’s input.
> 
> That’s it 🙂

the URL: I can’t download。Can you email me,Thanks

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_21a58d97](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_21a58d97](https://forums.unrealengine.com/u/anonymous_user_21a58d97)\
**Post date:** [November 11, 2015, 8:32pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1267 "2015-11-11T20:32:13Z")

</div>

My beloved!

I know it just got released, but do you have any ETA for Victory 4.10?

Thank youuuuu!

---

<div class="post-metadata">

**Author:** ![Spoondog](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Spoondog](https://forums.unrealengine.com/u/Spoondog)\
**Post date:** [November 11, 2015, 9:04pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1268 "2015-11-11T21:04:36Z")

</div>

> [@;393983](#):
>
> I’ve now completed my suite of Image BP Nodes!
> 
> **You can now get a single pixel or the entire pixel array from a Texture2D!**

Awesome, thanks again for the work you do 🙂

---

<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:** [November 12, 2015, 5:21am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1269 "2015-11-12T05:21:53Z")

</div>

> [@CarlosCoronado;417836](#):
>
> Hi just a quick one!
> 
> Do you have any plans to build the Victory plug-in for Mac?
> 
> If not, could you tell me how can I do it?
> 
> Thanks!

Someone who compiles C++ on Mac OS needs to compile my plugin there, for Development Editor, Development Game 64, and Shipping 32, then I can post the binaries for everyone.

If anyone would like to do , please pm me.

🙂

> [@;418423](#):
>
> My beloved !
> 
> I know it just got released, but do you have any ETA for Victory 4.10?
> 
> Thank youuuuu!

Hee hee! 🙂

I just installed VS 2015 (requirement in 4.10), and I will be doing the Victory BP upgrade shortly!

🙂

---

<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:** [November 12, 2015, 5:23am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1270 "2015-11-12T05:23:17Z")

</div>

Draw Circle, Another Victory BP Library Node Is Now In 4.10 Main Engine Release!

Dear Community,

I submitted a C++ pull request to Epic to make Draw Debug Circle into a blueprint node, and now it has been released in 4.10!

**From the 4.10 release notes:**  
“New: Blueprints can now draw circles via the Debug Draw Circle node.”

Here are some pics from my Victory BP Library version!

Make sure to check out “Draw Debug Circle!”

 ![af68277ba636b7e04fc6af9b982616b2340402e4.jpeg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/f/6/af68277ba636b7e04fc6af9b982616b2340402e4.jpeg)

 ![DrawThickCircle4.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/0/b/0bd2f2b56a3b7d019f9c1c56bef23eec71f9178d.jpeg)

```auto

**Other Contributions from Me In 4.10**

**1. I made an algorithm performance improvement to the FABRIK animation node:**
/EpicGames/UnrealEngine/pull/1133

2. I ensured proper functioning of **SetEnableGravity** for **destructible components** , so that you can change gravity of apex pieces at any after the destructible is destroyed.
/EpicGames/UnrealEngine/pull/1249

3. **FVector:: DistSquaredXY for Vector.h** , only C++ accessible
/EpicGames/UnrealEngine/pull/1365

4. **Crash fix for GameSession.h** , when the playerstate class is invalid in the game mode.
/EpicGames/UnrealEngine/pull/1453

Enjoy!
```

---

<div class="post-metadata">

**Author:** ![arbopa](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@arbopa](https://forums.unrealengine.com/u/arbopa)\
**Post date:** [November 12, 2015, 5:34am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1271 "2015-11-12T05:34:51Z")

</div>

> [@;418676](#):
>
> I just installed VS 2015 (requirement in 4.10), and I will be doing the Victory BP upgrade shortly!
> 
> 🙂

Look forward to it, 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:** [November 12, 2015, 5:55am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1272 "2015-11-12T05:55:34Z")

</div>

How Can I Use Victory BP Node ~ Load Level Instance ~ In a Multipalyer Game?

Dear Community,

To make sure that a client loads in the levels you are crafting via my Load Level Instance node in a multiplayer game, you have to do is use a multicast BP custom event.

**See the pic!**

Enjoy!

 ![31756ecbfecc7842132993d8f25b3da08bf5b301.jpeg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/1/7/31756ecbfecc7842132993d8f25b3da08bf5b301.jpeg)

---

<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:** [November 12, 2015, 7:04am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1274 "2015-11-12T07:04:43Z")

</div>

Victory Plugin Upgraded to 4.10!

> [@;418423](#):
>
> My beloved !
> 
> I know it just got released, but do you have any ETA for Victory 4.10?
> 
> Thank youuuuu!

> [@arbopa;418683](#):
>
> Look forward to it, thanks.

```auto

**Upgraded to 4.10!**

My Victory BP Library Plugin is Now Upgraded to 4.10!

My [Victory Ed Engine](https://wiki.unrealengine.com/%27s_Vertex_Snap_Editor_Plugin#Overview) Vertex Snap and Instanced Static Mesh Editor is also upgraded to 4.10!

```

\*\*Latest plugin download on the UE4 Wiki: (7.16 mb) \*\*  
[https://wiki.unrealengine.com/File:VictoryPlugin.zip](https://wiki.unrealengine.com/File:VictoryPlugin.zip)

Not using the latest engine version? Check out my wiki section on which plugin release dates go with which engine version!

**Plugin Release Date and UE4 Engine Versions**  
[https://wiki.unrealengine.com/'s\_Vertex\_Snap\_Editor\_Plugin#Plugin\_Release\_Dates\_and\_UE4\_Engine\_Versions](https://wiki.unrealengine.com/%27s_Vertex_Snap_Editor_Plugin#Plugin_Release_Dates_and_UE4_Engine_Versions)

```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

```

**Note on Packaging Victory Plugin**

> **[(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=368790&viewfull=1#post368790)**
>
> 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...

```auto

**Donations**

Donations can be sent to me via:
http://lightningfitness.org/donate/

Enjoy!

:)
```

---

<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:** [November 12, 2015, 2:01pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1275 "2015-11-12T14:01:30Z")

</div>

Hey, thank you very much for updating your plugin to 4.10 🙂

**Also congrats for getting 5 of your awesome contributions into 4.10!**

When I read about that you fixed SetEnableGravity for destructibles, I thought about a very useful node you might be able to add to your plugin.

At the moment (in BP) you can hit a destructible component with a trace and the HitBoneName (Name) is telling you which chunk of the fractured mesh the trace hit and the HitItem (Int) is also telling you which chunk of the DM was hit. Would there be a way to delete part from the destructible mesh so that it disappears? I guess that’s surely possible in C++ so if you could expose that to BP in your plugin that would be really awesome!

It would allow everyone to manipulate these chunks from BP. For example, at the moment I face the problem that quite huge chunks can block the path of the player. If I could just make the player destroy individual chunks, he could free his path without deleting the whole destructible component which would look really strange, it’s like shooting on one stone and suddenly 200 stones around you disappear.

Would be really awesome :o

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**Author:** ![Filly\_The\_Owl](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Filly\_The\_Owl](https://forums.unrealengine.com/u/Filly_The_Owl)\
**Post date:** [November 12, 2015, 2:16pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1276 "2015-11-12T14:16:24Z")

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you are smart :3 can u answer me that questions:

Why cant ue4 just save variables states etc with one little command?

I mean ingame just type: save “savename”  
And there after you can do: load “savename”

And it just works.

Wouldnt that be awesome…

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