# (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:** 87

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**Author:** ![Fexception](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Fexception](https://forums.unrealengine.com/u/Fexception)\
**Post date:** [November 16, 2016, 4:42pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1821 "2016-11-16T16:42:01Z")

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> [@Cameron Abt;623806](#):
>
> ,
> 
> I can’t seem to find where I got your VictoryEdEngine code from, but I’ve just updated it for 4.14.0 and would like to share a few changes with you to get rid of some deprecation warnings and 2 errors in case you’d like to pull into the sourced version:
> 
> /campmdabt/UnrealEngine/commit/8db1c32eeece99356f8ecaaf06452f8763be2f5f
> 
> Thanks again for you do.

The link seems to be broken. I was actually going to ask if he was going to update it to 4.14, as I’ve only seen it to 4.12 :).

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**Author:** ![Cameron\_Abt](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Cameron\_Abt](https://forums.unrealengine.com/u/Cameron_Abt)\
**Post date:** [November 16, 2016, 8:50pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1822 "2016-11-16T20:50:43Z")

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> [@Fexception;624259](#):
>
> The link seems to be broken. I was actually going to ask if he was going to update it to 4.14, as I’ve only seen it to 4.12 :).

After looking back at my forked Unreal repository, it says it’s private, though I’m not sure if that means completely private or mostly private but accessible to those who can access the Unreal Engine main Git page.

Are you able to access the Unreal Engine GitHub page [here](https://forums.unrealengine.com/EpicGames/UnrealEngine)or does it give you a 404 error?

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**Author:** ![teak421](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/teak421/32/902996_2.png) [@teak421](https://forums.unrealengine.com/u/teak421)\
**Post date:** [November 16, 2016, 10:37pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1823 "2016-11-16T22:37:51Z")

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,

Could you please update your Github repo to 4.14? Thanks!

teak

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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [November 16, 2016, 11:35pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1824 "2016-11-16T23:35:10Z")

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> [@anonymous\_user\_cde820bcak421;624452](#):
>
> ,
> 
> Could you please update your Github repo to 4.14? Thanks!
> 
> teak

I’ve now updated github! Lovely to hear from you @teak421 !

> [@Fexception;624259](#):
>
> The link seems to be broken. I was actually going to ask if he was going to update it to 4.14, as I’ve only seen it to 4.12 :).

I did a 4.13 update, somewhereeeeeee 🙂 I will get a 4.14 version soon as I can and post location in bold lettering with a Rainbow Outline thanks to 4.14 🙂

\<RainbowOutline\>  
Here is My Vertex Snap / Instanced Static Mesh Editor Plugin for 4.13!

> **[VictoryEd13](https://www.mediafire.com/?zor9ulljvi3x851)**
>
> 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.

is a full project, please set the ISM class to be VictoryISM from my Victory Plugin in Project Settings  
\</RainbowOutline\>

4.14 is on the way

> [@Cameron Abt;624408](#):
>
> After looking back at my forked Unreal repository, it says it’s private, though I’m not sure if that means completely private or mostly private but accessible to those who can access the Unreal Engine main Git page.
> 
> Are you able to access the Unreal Engine GitHub page [here](https://forums.unrealengine.com/EpicGames/UnrealEngine)or does it give you a 404 error?

I get to it just fine, though I have a UE4-linked github so that might help 🙂

Thank you again for the sharing!

❤

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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [November 17, 2016, 12:45am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1825 "2016-11-17T00:45:20Z")

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Victory Ed Engine 4.14

Dear Community,

For those of you who were not aware, I have a Vertex Snap Editor Plugin that makes offers several different visual representations of vertices for static meshes so you can easily line things up exactly in the level editor!

I also offer a Instanced Static Mesh Editor where you can merge static mesh actors directly in the level viewport, and also unmerge at any if you decide you want to adjust your chosen formation!

of these features work with the UE4 undo redo system.

Victory Ed Engine Plugin uses my Victory Plugin for the VictoryISM class.

**I am including the entire 4.14 project** that shows how everything has to be setup, including DefaultEngine.ini

**Victory Ed Engine Project 4.14**

> **[VictoryEd14](https://www.mediafire.com/file/hipda9nzjhm5xb4/VictoryEd14.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.

**Victory Ed Engine Project 4.13**

> **[VictoryEd13](https://www.mediafire.com/file/zor9ulljvi3x851/VictoryEd13.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!

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**Author:** ![anonymous\_user\_ba0bd1a3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_ba0bd1a3](https://forums.unrealengine.com/u/anonymous_user_ba0bd1a3)\
**Post date:** [November 18, 2016, 1:19am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1827 "2016-11-18T01:19:47Z")

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> [@;621294](#):
>
> Hi there bingxu! Welcome the UE4 Forums!
> 
> If you are in BP and you do a search for “image url” you will find that Epic has a BP node to do exactly what you are asking 🙂
> 
> By do a search I mean right click in any BP graph and type into the search filter thingie 🙂
> 
> 🙂
> 
> I am glad you got it sorted out!

Thanks for your reply . I only found one “Download Image” node from blueprint. Is that you mentioned here? Thanks.

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**Author:** ![anonymous\_user\_a07add701](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a07add701](https://forums.unrealengine.com/u/anonymous_user_a07add701)\
**Post date:** [November 21, 2016, 2:21pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1828 "2016-11-21T14:21:52Z")

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Hi ,  
Thanks for amazing Plugin.

I am trying to read a texture (png., jpg.) from androids sdcard…  
I compiled a ue4 project from Visual Studio for development x64.  
I saved a Plugin in project folder.

It is packaging very well.  
Bit unfortanly I can not get it to read a image files from sdcard.  
I tried also to read a txt. file with real string array, bit no success.

Any advice would be very welcome.  
Thanks,

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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:** [November 26, 2016, 9:41pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1829 "2016-11-26T21:41:48Z")

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> [@Lavovski;626661](#):
>
> Hi,  
> Thanks for amazing Plugin.
> 
> I am trying to read a texture (png., jpg.) from androids sdcard…  
> I compiled a ue4 project from Visual Studio for development x64.  
> I saved a Plugin in project folder.
> 
> It is packaging very well.  
> Bit unfortanly I can not get it to read a image files from sdcard.  
> I tried also to read a txt. file with real string array, bit no success.
> 
> Any advice would be very welcome.  
> Thanks,

Dear ,

I am using UE4’s UFS system (Unreal File System) and I am not sure if they have an implementation for the hardware setup that you are describing, if they do, it should work automatically with my existing code, but if special code is required for your device you will need to investigate that somehow 🙂

I wish you luck!

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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:** [November 26, 2016, 9:43pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1830 "2016-11-26T21:43:04Z")

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Dear Community,

node is 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!

=T6eQtoius1E

\*\*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**

```

**New Download for UE4 4.14 (57mb, Media Fire)**

> **[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.

❤ Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you ❤

1. Win64 Development
2. Win64 Shipping **\< ~~~~~~ NEW!**
3. Win32 Development
4. Win32 Shipping
5. HTML5 Development
6. HTML5 Shipping **\< ~~~~~~ NEW!**

Please see my instructions for [Packaging UE4 Plugins With Your Game](https://forums.unrealengine.com/showthread.php?3851-(39)--s-Extra-Blueprint-Nodes-for-You-as-a-Plugin-No-C-Required!&p=476476&viewfull=1#post476476).

```auto

**Prior Engine Versions**

**4.12:** http://www.mediafire.com/download/g441k2815r5b045/VictoryPlugin12.zip

**4.11:** http://www.mediafire.com/download/jp91b9atphm2obt/VictoryPlugin11.zip

**4.13:** https://www.mediafire.com/?7kt9fepwa1pgs0y

```

**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,...

❤

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**Author:** ![shiruh](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@shiruh](https://forums.unrealengine.com/u/shiruh)\
**Post date:** [November 27, 2016, 4:59pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1832 "2016-11-27T16:59:02Z")

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T2d

Hey o/,

im trying to read the Pixel data from an Image for the purpose of generating a hexmap.

having some issues with the Pixel functions tho, maybe someone could help me understand whats happening and how i can make it work :\>

 ![2016-11-27 - 17.30.02 ~ MyImgur v3.85 - myimgur.eden.fm.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/3/2/a32547f9ca384f94f53e337167021d26981fc124.png)  
the setup

![2016-11-27 - 17.34.49 ~ MyImgur v3.85 - myimgur.eden.fm.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/d/d/dddf5f24d4708c3d03517f5f498ae73a0df035e2.png)  
the image scaled up (its 80x80 something)

![2016-11-27 - 17.43.16 ~ MyImgur v3.85 - myimgur.eden.fm.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/c/5/c5d0eecb989f49d3ddbaa0954e63122b09cba8fb.png)  
is how it looks in unreal after the pixel functions did change the settings

![2016-11-27 - 17.35.37 ~ MyImgur v3.85 - myimgur.eden.fm.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/5/4/549f92214e56c1f7e5d80f9ec911e209eabc825f.png)  
The result

i planned on writing a function to convert my tiles index to the pixel array index but isnt looking right at :Y.

I am not bound to the scale or the size at , tried it with bigger images aswell ![Content.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/2/3/23e55041faef7e2d7010d45254e7bad206da1ea4.png)  
but i noticed that unreal will crash on bigger pictures.

Edit:

 ![4vuY5om.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/5/a/5a510c21fe84b2bc40e3017dd7afd47c1188471d.png) i kinda suspected it already but havnt tested it since a minute ago \<.\< [Content.bmp](https://forums.unrealengine.com/uploads/short-url/4GbThrccVaE1laX5UBKSunSVp0t.bmp) (23.9 KB)

Thing is now, that the image seems to be read with inverted x/y aswell, cutting off the right side of the image, could make the image with equal x/y and ignore some part of it to make it work for now i guess

thanks for awesome plugin btw !

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**Author:** ![Bob3DGames](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Bob3DGames](https://forums.unrealengine.com/u/Bob3DGames)\
**Post date:** [November 27, 2016, 8:02pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1833 "2016-11-27T20:02:18Z")

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Great stuff. Thanks, .

I’ve just popped in to mention a little bug I’ve spotted in one of your plugin’s nodes. In the ‘Widget Get Children of Class’ node, for some reason it duplicates the children in the array that it returns. Therefore, when I use a ForLoop with array as its input, I need a Boolean that returns true if the current index is less than half the length of the array, so that I can ignore the duplicates.

Cheers!

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**Author:** ![Kris](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/kris/32/758129_2.png) [@Kris](https://forums.unrealengine.com/u/Kris)\
**Post date:** [November 28, 2016, 7:33am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1834 "2016-11-28T07:33:30Z")

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> [@Bob3DGames;629416](#):
>
> Great stuff. Thanks, .
> 
> I’ve just popped in to mention a little bug I’ve spotted in one of your plugin’s nodes. In the ‘Widget Get Children of Class’ node, for some reason it duplicates the children in the array that it returns. Therefore, when I use a ForLoop with array as its input, I need a Boolean that returns true if the current index is less than half the length of the array, so that I can ignore the duplicates.
> 
> Cheers!

That’ll be my bad.  
I’ll check it out and submit a fix shortly as required.

EDIT: Submitted pull request with fix.

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**Author:** ![anonymous\_user\_5e3e590b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_5e3e590b](https://forums.unrealengine.com/u/anonymous_user_5e3e590b)\
**Post date:** [November 29, 2016, 10:03am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1835 "2016-11-29T10:03:54Z")

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for ios please add lines into VictoryPlugin/Source/VictoryBPLibrary/Private/VictoryBPFunctionLibrary.cpp:4754 top of the function-\> fillSoundWaveInfo add #if !(PLATFORM\_PS4 && PLATFORM\_IOS) //old version only #if !PLATFORM\_PS4  
and VictoryPlugin/Source/VictoryBPLibrary/Private/VictoryBPFunctionLibrary.cpp:4719 into function-\>GetSoundWaveFromFile(const FString& FilePath) add #if PLATFORM\_PS4 && PLATFORM\_IOS //old version only #if PLATFORM\_PS4  
Line numbers may be inaccurate because I did corrections.

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**Author:** ![mikichen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mikichen](https://forums.unrealengine.com/u/mikichen)\
**Post date:** [December 2, 2016, 12:33pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1837 "2016-12-02T12:33:24Z")

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load form path

Dose any node can load a Path of Texture jpg file name and output? not one image.  
how?

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**Author:** ![Dominik\_Peacock](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Dominik\_Peacock](https://forums.unrealengine.com/u/Dominik_Peacock)\
**Post date:** [December 4, 2016, 8:35pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1839 "2016-12-04T20:35:16Z")

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Hello, !

I am getting compiler error in 4.14:

VictoryBPFunctionLibrary.cpp(17): fatal error C1083: Cannot open include file: ‘HeadMountedDisplay.h’: No such file or directory

Does anybody else get or is limited to my side?

Cheers,

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<div class="post-metadata">

**Author:** ![anonymous\_user\_03c2c3b0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_03c2c3b0](https://forums.unrealengine.com/u/anonymous_user_03c2c3b0)\
**Post date:** [December 6, 2016, 3:52am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1840 "2016-12-06T03:52:26Z")

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> [@;632884](#):
>
> Hello, !
> 
> I am getting compiler error in 4.14:
> 
> VictoryBPFunctionLibrary.cpp(17): fatal error C1083: Cannot open include file: ‘HeadMountedDisplay.h’: No such file or directory
> 
> Does anybody else get or is limited to my side?
> 
> Cheers,

I had problem too until just now. You have to go into your game and enable the VR plugins. I’m not sure which one specifically contains it - possibly by enabling any of them it will include that header? - but I had disabled oculus, steam vr, and the others. Enabling the VR plugins allowed it to compile fine

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**Author:** ![SHOBBIT](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SHOBBIT](https://forums.unrealengine.com/u/SHOBBIT)\
**Post date:** [December 6, 2016, 3:52pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1841 "2016-12-06T15:52:21Z")

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Hey, ! I want to congratulate you on your great work. I’m a student and have been trying to learn UE4 and game development.

Did not took me long to realize you’re quite a famous personality in community.

I’ve been trying to achieve a functionality on to pick an image and save it as a texture 2D in the project. I had 50% thing i.e accessing the media store content provider from the project via event fire and opening gallery to pick the Image. However, as I was about to do the other 50% i.e saving that image in the project. I bumped into plugin and saw the file path to Texture 2D node. Sadly, I guess the plugin does not work with mobile.

I’ve tried every crazy idea that came into my mind and experimenting with different nodes of amazing plugin. But sadly of the booleans return false 😛

Anyhow, I just wanted to say thanks, which already countless people may have given you. plugin is truly something special. Wish it was compatible with mobile devices too. Guess no shortcuts for me. hehe.

Stay awesome. \<3

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**Author:** ![Tymax](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tymax](https://forums.unrealengine.com/u/Tymax)\
**Post date:** [December 11, 2016, 5:30pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1842 "2016-12-11T17:30:04Z")

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Nice to see that plugin is still going on!  
Could you already include your UDP Receive/Send BP functions? These are available in the Wiki already as i see, so it shouldnt be a big deal to just include them in the lib 🙂

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**Author:** ![anonymous\_user\_0f88437e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0f88437e](https://forums.unrealengine.com/u/anonymous_user_0f88437e)\
**Post date:** [December 12, 2016, 7:11pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1843 "2016-12-12T19:11:45Z")

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Heya!

Just upgraded to 4.14 and VictoryLoadLevelInstance crashes the editor while UE4’s version works just fine (but has other issues).

Not blocked, just thought you’d like to know

 ![LoadLevelInstance.PNG](https://d3kjluh73b9h9o.cloudfront.net/original/3X/f/5/f56820d77d2724b8fdc180f58e1aae859cef120c.png)

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**Author:** ![anonymous\_user\_0f88437e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0f88437e](https://forums.unrealengine.com/u/anonymous_user_0f88437e)\
**Post date:** [December 12, 2016, 10:03pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1844 "2016-12-12T22:03:12Z")

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Hi :  
A little more info about the editor crash upon calling VictoryLoadLevelInstance:

Crashes in …\Engine\Source\Runtime\CoreUObject\Private\Templates\Casts.cpp - Line 11  
Cast of Package /Engine/Transient to World failed

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