# (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:** 61

<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 13, 2015, 9:23am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1277 "2015-11-13T09:23:14Z")

</div>

Dear ,

I get error when i try to build the plugin in VS2015.

Any ideas on what i am doing wrong?

Thank you!

 ![Untitled-1.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/6/7/6726262f194c569e44cd1e2d2a4fcb533bfabf92.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 14, 2015, 5:18am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1278 "2015-11-14T05:18:51Z")

</div>

> [@;419373](#):
>
> Dear ,
> 
> I get error when i try to build the plugin in VS2015.
> 
> Any ideas on what i am doing wrong?
> 
> Thank you!

Hi there!

You’re showwing me the VS error list, not the output window, please always show me the output window 🙂

Try **Rebuilding** the project, which will reenereate the Intermediate folder for the plugin 🙂

Please note rebuilding is different then regular build, **“Rebuild Solution”**

Just dont do with a custom engine build anyone, unless you want to rebuild the engine.

**That’s the only way to regenerate the plugin Intermediate Folder** which I can’t possibly include with my download since its usually about 1 GB it size 🙂

**Nce to hear form your Roccino!**

🙂

---

<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 14, 2015, 5:47am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1279 "2015-11-14T05:47:09Z")

</div>

> [@John Alcatraz;418899](#):
>
> 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

Thanks for the compliments John!

🙂

Your idea is great! I was going to be doing something like soon, but now I think I’ll do it sooner!

😉

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_918721a1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_918721a1](https://forums.unrealengine.com/u/anonymous_user_918721a1)\
**Post date:** [November 14, 2015, 7:35pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1280 "2015-11-14T19:35:04Z")

</div>

These extra blueprint nodes should be on UE4 by default, they are so useful! Awesome work.

---

<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 15, 2015, 1:19am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1281 "2015-11-15T01:19:55Z")

</div>

> [@;419903](#):
>
> Thanks for the compliments John!
> 
> 🙂
> 
> Your idea is great! I was going to be doing something like soon, but now I think I’ll do it sooner!
> 
> 😉

Awesome! 😃 Thanks!

---

<div class="post-metadata">

**Author:** ![jeffym85](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jeffym85](https://forums.unrealengine.com/u/jeffym85)\
**Post date:** [November 15, 2015, 4:40pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1282 "2015-11-15T16:40:51Z")

</div>

Hi. Thanks a million for your plugins, but I’ve got a problem now–I’m addicted to them! Any idea when you’ll be updating the VictoryEdEngine plugin to work with 4.10? Thanks!

P.S. Really looking forward to your Kickstarter tutorial series with !

---

<div class="post-metadata">

**Author:** ![jeffym85](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jeffym85](https://forums.unrealengine.com/u/jeffym85)\
**Post date:** [November 15, 2015, 6:27pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1284 "2015-11-15T18:27:58Z")

</div>

Can’t believe I missed that, thanks for pointing it out. The download page for the plugin still says 4.92 is the latest version it’s built for, which added to the confusion.

---

<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 16, 2015, 3:51am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1285 "2015-11-16T03:51:23Z")

</div>

> [@John Alcatraz;420249](#):
>
> Awesome! 😃 Thanks!

I already completed the of being able to destroy individual apex pieces that same night, making video and will be uploading soon 🙂

> [@jeffym85;420522](#):
>
> Can’t believe I missed that, thanks for pointing it out. The download page for the plugin still says 4.92 is the latest version it’s built for, which added to the confusion.

I’ve clarified here:  
[https://wiki.unrealengine.com/'s\_Vertex\_Snap\_Editor\_Plugin#4.10](https://wiki.unrealengine.com/%27s_Vertex_Snap_Editor_Plugin#4.10)

🙂

---

<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 16, 2015, 3:51am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1286 "2015-11-16T03:51:54Z")

</div>

> [@SAGA.ART.BR;420133](#):
>
> These extra blueprint nodes should be on UE4 by default, they are so useful! Awesome work.

[FONT=Comic Sans MS]Welcome to the forms SAGA.ARR.BR!

🙂

---

<div class="post-metadata">

**Author:** ![CriErr](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CriErr](https://forums.unrealengine.com/u/CriErr)\
**Post date:** [November 16, 2015, 4:44am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1287 "2015-11-16T04:44:58Z")

</div>

what is those 39 in the name mean? 🙂

---

<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 16, 2015, 5:20am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1288 "2015-11-16T05:20:42Z")

</div>

> [@CriErr;420705](#):
>
> what is those 39 in the name mean? 🙂

My Victory BP Plugin started at around 39 nodes, now its more like 120+ nodes 🙂

🙂

---

<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 16, 2015, 5:25am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1289 "2015-11-16T05:25:38Z")

</div>

New PhysX Cutting Edge BP Node ~ Destroy Individual Chunks of an Apex Destructible Mesh Via RayCast

Dear Community,

My newest node was sufficiently cutting-edge that I decided to make a video of it!

node allows you to **destroy individual pieces of a destructible mesh** after it has been fractured!

Enjoy the video!

[https://www](https://www)./T6eQtoius1E

 ![DestructibleIndividualChunksApex.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/5/a/5adeecbe1d34610e270c15f04e87eea9b7db0163.jpeg)

```auto

**Latest plugin download on the UE4 Wiki: (7.16 mb)**
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 Dates and UE4 Engine Versions**
https://wiki.unrealengine.com/%27s_Vertex_Snap_Editor_Plugin#Plugin_Release_Dates_and_UE4_Engine_Versions

```

**Victory Plugin Binaries for Packaged Games**

> **[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 the mediafire version includes both the editor and packaged game binaries in the same file ♥ 

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

```

**Donations**

Donations can be sent to me via:

> **[Donate](http://lightningfitness.org/donate/)**
>
> gym-free, no gym, bodyweight, body weight alternative method of exercise. All natural, raw food, vegan, organic diet for holistic health and well being. Lightning fitness is an exercise system to help you achieve health, stretching, body building,...

Enjoy!

🙂

---

<div class="post-metadata">

**Author:** ![mandango](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mandango](https://forums.unrealengine.com/u/mandango)\
**Post date:** [November 16, 2015, 11:05pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1293 "2015-11-16T23:05:49Z")

</div>

> [@;416598](#):
>
> **Save System Plugin** (save entire worlds to hard disk using C++ binary serialization!)  
> \*\*

Your system is ready to save (and restore it) fragmented meshes in game?

---

<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 17, 2015, 2:23am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1294 "2015-11-17T02:23:01Z")

</div>

> [@;420849](#):
>
> Awesome new node! Could be very useful!

Hee hee!

> [@mandango;421176](#):
>
> Your system is ready to save (and restore it) fragmented meshes in game?

I could develop that tech yes, but it is relatively complex, involving talking to the PhysX engine and also communicating everything to the Destructible Mesh component.

Anyone who wants me to develop that tech can PM me!

🙂

---

<div class="post-metadata">

**Author:** ![TK-Master](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TK-Master](https://forums.unrealengine.com/u/TK-Master)\
**Post date:** [November 17, 2015, 2:56pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1295 "2015-11-17T14:56:25Z")

</div>

Nice job that’s an interesting new node 🙂  
I had tried disabling collision for individual chunks a long ago without success, I will be definitely looking at the source!

–slightly off topic–  
Speaking of destructibles, since 4.7 I’m having a crash when I try to apply force to the chunks per tick… but if apply force to an individual chunk only it doesn’t crash.  
Do you have any ideas why might be happening by any ? 😛  
I’m trying to do something like your rock vortex using forces.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_10f3a621](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_10f3a621](https://forums.unrealengine.com/u/anonymous_user_10f3a621)\
**Post date:** [November 17, 2015, 6:49pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1296 "2015-11-17T18:49:11Z")

</div>

First I just have to say THANK you so much for the work you’ve with these nodes. They are amazing!

I have a question re the LoadLevelInstance functionality. Is there an equivalent UNLoadLevelInstance node? I’d really like to be able to wipe out old levels as my players move from one to another.

Thanks!

---

<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 17, 2015, 7:19pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1297 "2015-11-17T19:19:59Z")

</div>

> [@;420727](#):
>
> Dear Community,
> 
> My newest node was sufficiently cutting-edge that I decided to make a video of it!
> 
> node allows you to **destroy individual pieces of a destructible mesh** after it has been fractured!

Awesome! Thanks for great node! :o

> [@mandango;421176](#):
>
> Your system is ready to save (and restore it) fragmented meshes in game?

I agree that would be a very useful . Actually, I have no clue how to solve in my game, it does not seem to be possible with BP.

, have you considered selling your save plugin on the marketplace? It would surely sell really, really well. If it’s not too expensive and if it could save the state of destructibles I would instantly buy it 🆒

---

<div class="post-metadata">

**Author:** ![sivan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@sivan](https://forums.unrealengine.com/u/sivan)\
**Post date:** [November 18, 2015, 9:47am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1298 "2015-11-18T09:47:40Z")

</div>

> [@](#):
>
> , have you considered selling your save plugin on the marketplace? It would surely sell really, really well. If it’s not too expensive and if it could save the state of destructibles I would instantly buy it 🆒

another vote here 🙂

---

<div class="post-metadata">

**Author:** ![Kenomica](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kenomica](https://forums.unrealengine.com/u/Kenomica)\
**Post date:** [November 18, 2015, 6:30pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1299 "2015-11-18T18:30:11Z")

</div>

> [@sivan;422004](#):
>
> another vote here 🙂

Same here.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_1dce33871](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_1dce33871](https://forums.unrealengine.com/u/anonymous_user_1dce33871)\
**Post date:** [November 19, 2015, 9:58am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1300 "2015-11-19T09:58:51Z")

</div>

Hello ,  
thanks for your plugin. It’s awesome.

But it doesn’t work for us after we updated to 4.10. We did everything following the instructions here [A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums](https://wiki.unrealengine.com/%27s_Vertex_Snap_Editor_Plugin)

But now we get error right after loading the project:

"Assertion failed: Class [File:d:\buildfarm\buildmachine\_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\public\uobject.h] [Line: 1128]  
NewObject called

UE4Editor\_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]  
UE4Editor!NewObject\<UUnrealEdEngine\>() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\public\uobject.h:1130]  
UE4Editor!FEngineLoop::Init() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2076]  
UE4Editor\_UnrealEd!EditorInit() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealed.cpp:63]  
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:133]  
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]  
UE4Editor!WinMain() [d:\buildfarm\buildmachine\_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]  
UE4Editor!\_\_scrt\_common\_main\_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe\_common.inl:264]  
kernel32  
ntdll

[Previous page](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448.md?page=60)

[Next page](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448.md?page=62)
