# (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:** 64

<div class="post-metadata">

**Author:** ![anonymous\_user\_cfc6c6a0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_cfc6c6a0](https://forums.unrealengine.com/u/anonymous_user_cfc6c6a0)\
**Post date:** [December 7, 2015, 12:41pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1342 "2015-12-07T12:41:46Z")

</div>

wow nice job, on getting the IP of the player, great for multiplayer. Wish there was a way to also ping that IP from another client.

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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:** [December 7, 2015, 7:03pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1343 "2015-12-07T19:03:51Z")

</div>

> [@Dannington;432895](#):
>
> Hi - great clipboard node, did you read my post on ? I managed to fudge one like together - I was wondering, should it be possible to copy other things to the clipboard like images and stuff?
> 
> Hope you’re well!

Hi there Dannington! Congrats on your own coding victory!

I will investigate copying images and other data to the OS clipboard!

🙂

> [@thanatosx;432958](#):
>
> wow nice job, on getting the IP of the player, great for multiplayer. Wish there was a way to also ping that IP from another client.

You should check out

NetDriver.h

```auto

/* @return network number */
virtual FString LowLevelGetNetworkNumber()

```

You can get netdriver with:

```auto

UNetDriver* Driver = ()->GetNetDriver();
if(Driver)
{
    
}

```

---

<div class="post-metadata">

**Author:** ![walldiv](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@walldiv](https://forums.unrealengine.com/u/walldiv)\
**Post date:** [December 8, 2015, 9:15pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1344 "2015-12-08T21:15:06Z")

</div>

Hey - using an older version of your victory plugins kit;

I found that saving pixels to array node gives a bad image when saving it to the hard drive. . . . is when I’m saving a 2d texture that I am using inside my project, and saving it to the SAVED/CONFIG/WINDOWS/ as a .png with the below node setup. . . also showing what the picture turns out to be like.

If I DOWNLOAD the image (Right now I’m just using facebook image from a web URL) and do the same method, it works just fine… What would you suggest doing for method?

PURPOSE:  
Using an avatar image for my logged in customer (multiplayer community) who’s avatar image would be locally stored onto the device whenever it is changed or initially set (game for first) - so as when he continuously logs into the game - it is already there and doesn’t need to be redownloaded or re-instantiated. . . just reads the filepath from the .ini file I am creating.

 ![capture.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/1/d/1d7060e111085448588148f9eac184f53d88aeb5.jpeg)

---

<div class="post-metadata">

**Author:** ![walldiv](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@walldiv](https://forums.unrealengine.com/u/walldiv)\
**Post date:** [December 8, 2015, 10:54pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1345 "2015-12-08T22:54:54Z")

</div>

> [@walldiv;433960](#):
>
> Hey - using an older version of your victory plugins kit;
> 
> I found that saving pixels to array node gives a bad image when saving it to the hard drive. . . . is when I’m saving a 2d texture that I am using inside my project, and saving it to the SAVED/CONFIG/WINDOWS/ as a .png with the below node setup. . . also showing what the picture turns out to be like.
> 
> If I DOWNLOAD the image (Right now I’m just using facebook image from a web URL) and do the same method, it works just fine… What would you suggest doing for method?
> 
> PURPOSE:  
> Using an avatar image for my logged in customer (multiplayer community) who’s avatar image would be locally stored onto the device whenever it is changed or initially set (game for first) - so as when he continuously logs into the game - it is already there and doesn’t need to be redownloaded or re-instantiated. . . just reads the filepath from the .ini file I am creating.

I actually found the solution [HERE](https://forums.unrealengine.com/showthread.php?50013-Is-there-any-way-to-access-the-files-in-the-content-folder-via-blueprint&p=167831&viewfull=1#post167831)- one of your GLORIOUS victory plugin nodes you had posted on someone else’s forum post. Thanks again for sheer excellence !

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_ef3ee0b8](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_ef3ee0b8](https://forums.unrealengine.com/u/anonymous_user_ef3ee0b8)\
**Post date:** [December 9, 2015, 6:58pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1346 "2015-12-09T18:58:04Z")

</div>

Thanks for the answer on the plugin not working for 4.10. Then we successfuly made it to work.

We were using only few nodes where we accessed files via Victory Blueprints, but now we are using another approach and we don’t need the plugin anymore and it’s taking up 1.8GB.

But Unreal always crushes when we try to remove the Plugin.

There are three actions I can do:  
1/ Remove these lines from DefaultEngine.ini  
[/Script/Engine.Engine]  
UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine

2/ Uncheck Plugin in Editor

3/ Delete VictoryPlugin from Plugins folder

I assume the correct order of these action is 1,2,3 according to wiki entry.

But there is one odd thing. The only case when editor doesn’t crash is when I have the Plugin checked in editor, and I don’t have any lines in DefaultEngine.ini file. Then if I try unchecking the plugin or deleting the VictoryPlugin folder the editor crashes.

You also written before “1. make sure plugin is at project level not engine level” but when I searched “C:\Program Files\Epic Games\4.10” for “Victory” I found nothing. I also searched file C:\Program Files\Epic Games\4.10\Engine\Config\BaseEngine.ini for “Victory” without results. Can you help me please?

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<div class="post-metadata">

**Author:** ![Dannington](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Dannington](https://forums.unrealengine.com/u/Dannington)\
**Post date:** [December 10, 2015, 2:05am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1347 "2015-12-10T02:05:57Z")

</div>

I’ve had kind of thing before, you need to check every blueprint for things like variables whose class no longer exists. Maybe you have a reference to a specific blueprint in there somewhere. I had the same problem when I tried to remove a now very unsupported epic plugin. There was one reference to specific blueprint class buried in a blueprint that was crashing the engine every.

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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:** [December 11, 2015, 7:19pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1348 "2015-12-11T19:19:13Z")

</div>

> [@walldiv;434013](#):
>
> I actually found the solution [HERE](https://forums.unrealengine.com/showthread.php?50013-Is-there-any-way-to-access-the-files-in-the-content-folder-via-blueprint&p=167831&viewfull=1#post167831)- one of your GLORIOUS victory plugin nodes you had posted on someone else’s forum post. Thanks again for sheer excellence !

You’re welcome Walldiv!

I am glad you got it working and are enjoying the plugin BP nodes!

🙂

> [@Dannington;434742](#):
>
> I’ve had kind of thing before, you need to check every blueprint for things like variables whose class no longer exists. Maybe you have a reference to a specific blueprint in there somewhere. I had the same problem when I tried to remove a now very unsupported epic plugin. There was one reference to specific blueprint class buried in a blueprint that was crashing the engine every.

Thanks for sharing research/info Dannington!

I hope it helps you VRPixel!

It does sound like there must be some BP node specific to the plugin left somewhere in your blueprints.

Also make sure you are not using any of the plugin specific classes still, like VictoryISM, VictoryPC, and VictoryTMapComp.

🙂

---

<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:** [December 11, 2015, 7:23pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1349 "2015-12-11T19:23:03Z")

</div>

Draw Circle now an engine node!

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)

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:** [December 12, 2015, 3:41am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1350 "2015-12-12T03:41:57Z")

</div>

Blueprint Node to Identify Graphics Card Brand of End User / Player

Dear Community,

I’ve just released a new node that lets you know the Graphics Card Brand of the end user!

Essentially, node will return the graphics card brand for whichever computer is running the UE4 engine at the that the node is run!

Currently works for AMD, NVIDIA, and Intel!

I also return the Vendor ID if the vendor is not one of the three above.

=HLsSvrBY4qc

```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/?ieovbd5l9d7yub2

```

**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:** ![kabirpunde](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@kabirpunde](https://forums.unrealengine.com/u/kabirpunde)\
**Post date:** [December 14, 2015, 9:28am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1351 "2015-12-14T09:28:16Z")

</div>

Hey guys,  
I am being unable to successfully install the victory ed engine part.  
I keep getting error ----------\>

> [@](#):
>
> “Plugin ‘VictoryPlugin’ failed to load because module ‘VictoryEdEngine’ does not appear to be compatible with the current version of the engine. plugin’s functionality will not be available, The plugin may need to be recompiled.”

I have got victoryplugin from here: [VictoryPlugin](https://www.mediafire.com/?g6uf9kt5ueb2upj)  
and the Victory Ed Engine from here: [A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums](https://wiki.unrealengine.com/File:VictoryEdEngine.zip)

Both links are taken from ramas victory plugin wiki. I don’t know what I am doing wrong. The victory plugin is available in the plugins menu of ue4 if I only copy paste its folder. Copying VictoryEDEngine folder gives me the incomparability error. I havent even gotten to the point of editing my DefaultEngine.ini.

Any help would really be appreciated guys!

Thanks

---

<div class="post-metadata">

**Author:** ![kabirpunde](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@kabirpunde](https://forums.unrealengine.com/u/kabirpunde)\
**Post date:** [December 16, 2015, 1:06pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1352 "2015-12-16T13:06:56Z")

</div>

Any one? ☹

---

<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:** [December 17, 2015, 3:02am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1353 "2015-12-17T03:02:23Z")

</div>

> [@kabirpunde;437085](#):
>
> Hey guys,  
> I am being unable to successfully install the victory ed engine part.  
> I keep getting error ----------\>
> 
> I have got victoryplugin from here: [VictoryPlugin](https://www.mediafire.com/?g6uf9kt5ueb2upj)  
> and the Victory Ed Engine from here: [A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums](https://wiki.unrealengine.com/File:VictoryEdEngine.zip)
> 
> Both links are taken from ramas victory plugin wiki. I don’t know what I am doing wrong. The victory plugin is available in the plugins menu of ue4 if I only copy paste its folder. Copying VictoryEDEngine folder gives me the incomparability error. I havent even gotten to the point of editing my DefaultEngine.ini.
> 
> Any help would really be appreciated guys!
> 
> Thanks

You have to be using a compatible engine version, what engine version are you using?

🙂

---

<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:** [December 17, 2015, 3:05am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1354 "2015-12-17T03:05:20Z")

</div>

![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**

![6b63e52de9205cb6a07392fec3226bdf5fb84299.jpeg|1273x835](upload://fk173M0m6T8zQVYU8Estu6uKiUh.jpeg)

![SurfaceDistanceBetweenBP.jpg|1275x712](upload://ywRLLph4drEwZXiZR6GnrLeasFk.jpeg)

```

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

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

 ![42686311a9773f2c63184ad34db5dc74c22ddbb9.jpeg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/2/6/42686311a9773f2c63184ad34db5dc74c22ddbb9.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: (7.16 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 Dates 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 Binaries for Packaged Games**

https://wiki.unrealengine.com/File:VictoryPluginPackaged.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 the mediafire version includes both the editor and packaged game binaries in the same file ❤

> **[VictoryPlugin16](https://www.mediafire.com/file/ieovbd5l9d7yub2/VictoryPlugin16.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.

```auto

**Donations**

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

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:** [December 17, 2015, 6:03am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1355 "2015-12-17T06:03:09Z")

</div>

Gamepad UMG Project up to 4.10 Now

Dear Community,

I’ve updated my complimentary plugin to 4.10, which lets you easily use a gamepad as if it was a mouse cursor in UMG!

**Now you can navigate UMG using a gamepad with great ease!**

See video for details!

> **[Gamepad-Friendly UMG ~ Control Cursor with Gamepad Analog Stick! Easily Click...](https://forums.unrealengine.com/showthread.php?86981-Gamepad-Friendly-UMG-Control-Cursor-with-Gamepad-Analog-Stick%21-Easily-Click-Buttons%21&p=439045&viewfull=1#post439045)**
>
> Dear Community, Github Repository This plugin now has a github repo so you can contribute! If you just want download links see below! Github \*\*How It Started\*\* Epic Developer Nick Darnell recently released a project where he demoed how a...

[https://www](https://www)./35-D6ZZHedI

---

<div class="post-metadata">

**Author:** ![kabirpunde](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@kabirpunde](https://forums.unrealengine.com/u/kabirpunde)\
**Post date:** [December 18, 2015, 1:58pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1357 "2015-12-18T13:58:58Z")

</div>

> [@;439036](#):
>
> You have to be using a compatible engine version, what engine version are you using?
> 
> 🙂

Hey!

Thanks for your reply! I am was using 4.10 and now am using 4.10.1 and still facing the same.  
I thought your victoryEdEngine was compatible with 4.10 but please tell me if I am mistaken, or am I doing something wrong?

Thanks again.

---

<div class="post-metadata">

**Author:** ![soulmapp](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@soulmapp](https://forums.unrealengine.com/u/soulmapp)\
**Post date:** [December 18, 2015, 3:17pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1358 "2015-12-18T15:17:29Z")

</div>

does it have the of detecting the game pad ?

---

<div class="post-metadata">

**Author:** ![Frisco](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Frisco](https://forums.unrealengine.com/u/Frisco)\
**Post date:** [December 19, 2015, 3:10pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1359 "2015-12-19T15:10:04Z")

</div>

Hey. Thank you so much for your efforts towards the community. I have a suggestion for you :). I bet many of us who make multiplayer games and won’t use the session needs to get Ping of the server. It would be really helpfull if there were a node where you can write the URL and then the node would return the ping to that URL. What do you think?

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:** [December 20, 2015, 8:25pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1360 "2015-12-20T20:25:07Z")

</div>

> [@kabirpunde;439792](#):
>
> Hey!
> 
> Thanks for your reply! I am was using 4.10 and now am using 4.10.1 and still facing the same.  
> I thought your victoryEdEngine was compatible with 4.10 but please tell me if I am mistaken, or am I doing something wrong?
> 
> Thanks again.

I am unable to reproduce at the moment, VictoryEdEngine 4.10 is working great for me with test projects and downloads from the wiki of the plugin 🙂

If anyone else has any ideas please let kabir know!

> [@soulmapp;439826](#):
>
> does it have the of detecting the game pad ?

UE4 detects the gamepad 🙂

> [@Frisco;440308](#):
>
> Hey. Thank you so much for your efforts towards the community. I have a suggestion for you :). I bet many of us who make multiplayer games and won’t use the session needs to get Ping of the server. It would be really helpfull if there were a node where you can write the URL and then the node would return the ping to that URL. What do you think?
> 
> Thanks

is a great idea!! Adding to my list! 🙂

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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:** [December 20, 2015, 8:29pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1361 "2015-12-20T20:29:21Z")

</div>

Happy Holidays Everyone!

Dear Community,

**[FONT=Comic Sans MS]Happy holidays!**

And even if its not a holiday where you are, I hope you have fun during these next few days too!

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/d/5/1d57a8e5169943feabcbbb4ae09aceedd074b46f.jpeg) ](https://www.mediafire.com/convkey/a416/xh2a0w6qocsc9xb6g.jpg?size_id=3)

---

<div class="post-metadata">

**Author:** ![Vacuo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Vacuo](https://forums.unrealengine.com/u/Vacuo)\
**Post date:** [December 20, 2015, 8:46pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1362 "2015-12-20T20:46:14Z")

</div>

Hey,

just having a with your plugin. If I want to use it on source code unreal it keeps saying “incompatible or missing files” on version 4.10.1. But if I use it on unreal side built it works and no error shows up. Any fixes already? ☹

Thanks.

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