# (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:** 88

<div class="post-metadata">

**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 12, 2016, 10:21pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1845 "2016-12-12T22:21:26Z")

</div>

> [@brethar2;633618](#):
>
> 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

In VictoryBPLibrary.Build.cs if you add code:

PublicDependencyModuleNames.AddRange(  
new string]  
{  
“Core”,  
“HeadMountedDisplay”  
// … add other public dependencies that you statically link with here …  
}  
);

It will actually compile, too.

---

<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 15, 2016, 6:20pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1846 "2016-12-15T18:20:15Z")

</div>

> [@shiruh;629364](#):
>
> 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 :\>
> 
> 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 !

If you use a T2D that has been compressed by UE4 or had its format changed internally, it is guaranteed to look funny coming back out as raw pixel array 🙂

If you load a raw pixel array yourself, or load a .bmp, and then save it back out again, it should be fine.

The with T2D -\> pixels in the C++ code is that there is no easy function to undo compression that has been performed on the original resource of a T2D, at least the last I checked that was my conclusion. If anyone finds a way let me know!

If you click on your T2D texture asset in UE4 and\*\* turn off compression\*\* that should help quite a bit

> [@musteaf;630259](#):
>
> 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.

Hi there! Welcome to the UE4 forums!

Can you please wrap your code with

[CODE(rightbracket)  
Put your code here  
[/CODE(rightbracket)

so I can read it more easily?

replace rightbracket with ] for actual usage (it will not show up if I do that)

> [@;637146](#):
>
> In VictoryBPLibrary.Build.cs if you add code:
> 
> PublicDependencyModuleNames.AddRange(  
> new string]  
> {  
> “Core”,  
> “HeadMountedDisplay”  
> // … add other public dependencies that you statically link with here …  
> }  
> );
> 
> It will actually compile, too.

I already include “HeadMountedDisplay” as a dependency and I also dont get any compile errors, so I can only assume those who got error were working with a custom version somehow 🙂

```auto

[QUOTE=Shobhitthackar;633874]
Anyhow, I just wanted to say thanks, which already countless people may have given you. plugin is truly something special...

Stay awesome. &lt;3
[/QUOTE]

Hi there! Welcome to the UE4 Community!

And you're welcome! 

:)
```

---

<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 15, 2016, 6:58pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1847 "2016-12-15T18:58:12Z")

</div>

Dear DForsey,

Hi there! Welcome to the UE4 Forums! I am happy to have witness your first 2 posts!

> [@DForsey;637054](#):
>
> 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)

I have now fixed crash (update to follow), thanks for letting me know, I’ve also deprecated the plugin version of LoadLevelInstance because is one of my BP nodes that is now in the main engine. If you have questions about the node in the main UE4 engine (it’s been live since 4.13) let me know 🙂

Also everyone remember I like hearing GOOD news too.

🙂

---

<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 15, 2016, 7:07pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1849 "2016-12-15T19:07:29Z")

</div>

Dear Community,

A new version of 4.14 Victory Plugin is live that fixes the VictoryLoadLevelInstance crash 🙂

Please use the version of my BP node that is in the main Engine now as of 4.13 “Load Level Instance”.

Enjoy!

**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,...

❤

---

<div class="post-metadata">

**Author:** ![CHADALAK1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CHADALAK1](https://forums.unrealengine.com/u/CHADALAK1)\
**Post date:** [December 15, 2016, 7:13pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1850 "2016-12-15T19:13:13Z")

</div>

you are the man! I just noticed now you even have your own status as The Rainbow Warrior! Well deserved 🙂

---

<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 15, 2016, 7:22pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1851 "2016-12-15T19:22:17Z")

</div>

> [@CHADALAK1;638538](#):
>
> you are the man! I just noticed now you even have your own status as The Rainbow Warrior! Well deserved 🙂

It is lovely to hear from you again @CHADALAK1 ! Thank you for stopping by and thanks for kind words!

❤

---

<div class="post-metadata">

**Author:** ![uw19](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@uw19](https://forums.unrealengine.com/u/uw19)\
**Post date:** [December 16, 2016, 12:15am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1852 "2016-12-16T00:15:44Z")

</div>

Hey!

I finally got around to trying out your plugin. And of course it’s awesome!

Just one thing, is the “Load String Array from File” node working correctly in 4.14.1? It only grabs the first character from my text file and appends 2 question marks to it (i.e.“??a”).

Thanks for your work!

---

<div class="post-metadata">

**Author:** ![Mr\_Tea\_Rexx](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mr_tea_rexx/32/467910_2.png) [@Mr\_Tea\_Rexx](https://forums.unrealengine.com/u/Mr_Tea_Rexx)\
**Post date:** [December 17, 2016, 1:30pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1853 "2016-12-17T13:30:20Z")

</div>

the plugin is throwing errors on packaging in 4.14.1

---

<div class="post-metadata">

**Author:** ![Walid\_Chekkouri](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/walid_chekkouri/32/1194685_2.png) [@Walid\_Chekkouri](https://forums.unrealengine.com/u/Walid_Chekkouri)\
**Post date:** [December 17, 2016, 9:27pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1854 "2016-12-17T21:27:46Z")

</div>

Hay, I’ve tried to get the plugin working with my project but it didn’t, i have UE4.13, what are the exact instructions i have to follow to make it work,Thank’s

---

<div class="post-metadata">

**Author:** ![DigiWorldz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DigiWorldz](https://forums.unrealengine.com/u/DigiWorldz)\
**Post date:** [December 18, 2016, 4:50pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1855 "2016-12-18T16:50:44Z")

</div>

Hello,

I’m new to working with the unreal engine, but I’m trying to get your plugin to work and am getting a crash.  
I’m using a source built version of 4.14.1, have downloaded the plugin from [VictoryPlugin16](https://www.mediafire.com/?ieovbd5l9d7yub2).  
I’ve placed the “VictoryPlugin” folder inside my projects plugins folder and started the editor… no problems at , started up fine, going to the plugins shows the plugin installed and active.  
I closed the editor, and following the instructions on [A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums](https://wiki.unrealengine.com/'s_Vertex_Snap_Editor_Plugin) which says on step 6 to “go to YourProject/Config/DefaultEngine.ini” then add these lines:  
/Script/Engine.Engine (right bracket)  
UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine

Since my file already contains that section, I’ve simply placed UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine in that section as well.

After doing that, when I try to start the editor it gets to about 79% and crashes. If I remove that line from that file the editor runs fine.  
Any ideas what I’m doing wrong?

---

<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 21, 2016, 4:15am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1856 "2016-12-21T04:15:09Z")

</div>

> [@DigiWorldz;639712](#):
>
> Hello,
> 
> I’m new to working with the unreal engine, but I’m trying to get your plugin to work and am getting a crash.  
> I’m using a source built version of 4.14.1, have downloaded the plugin from [VictoryPlugin16](https://www.mediafire.com/?ieovbd5l9d7yub2).  
> I’ve placed the “VictoryPlugin” folder inside my projects plugins folder and started the editor… no problems at , started up fine, going to the plugins shows the plugin installed and active.  
> I closed the editor, and following the instructions on [A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums](https://wiki.unrealengine.com/'s_Vertex_Snap_Editor_Plugin) which says on step 6 to “go to YourProject/Config/DefaultEngine.ini” then add these lines:  
> [/Script/Engine.Engine (right bracket)  
> UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine
> 
> Since my file already contains that section, I’ve simply placed UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine in that section as well.
> 
> After doing that, when I try to start the editor it gets to about 79% and crashes. If I remove that line from that file the editor runs fine.  
> Any ideas what I’m doing wrong?

Hi there welcome to the UE4 Forums!

I have two different plugins

Victory Plugin  
VictoryEdEngine

Since you only are using my Victory Plugin, the editor will crash when you try to use a subclass of the engine that is part of a plugin that you dont actually have, which is VictoryEdEngine, which is for Vertex Snapping.

If you just want Victory Plugin functionality, just put my plugin in the Plugins folder at the project level or you can put it at the engine level for packaging 🙂

> [@Tea-Rexx;639326](#):
>
> the plugin is throwing errors on packaging in 4.14.1

Usually there aren’t any code changes between hotfix versions so it must be some other kind of error? You’ll need to share more info than if you’d like me to address in greater depth 🙂

🙂

> [@uw19;638690](#):
>
> Hey !
> 
> I finally got around to trying out your plugin. And of course it’s awesome!
> 
> Just one thing, is the “Load String Array from File” node working correctly in 4.14.1? It only grabs the first character from my text file and appends 2 question marks to it (i.e.“??a”).
> 
> Thanks for your work !

Are you sure you dont have any special formatting of that file? you made a new simple text file in note pad to confirm ?

And also don’t forget the good news folks, I really like hearing that too! 🙂

---

<div class="post-metadata">

**Author:** ![Hidanendo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Hidanendo](https://forums.unrealengine.com/u/Hidanendo)\
**Post date:** [December 21, 2016, 6:22am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1857 "2016-12-21T06:22:08Z")

</div>

Hey, ! I have looked through your works and i’m amazed - you have great skills. So, after that i got 2 questions: Is your ragdoll system better on the perfomance part than the stock one?  
And the second: do you create anything on, mmm, request? If yes, so we have something to talk about, but i don’t know how to contact you :C  
Thanks

---

<div class="post-metadata">

**Author:** ![Mr\_Tea\_Rexx](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mr_tea_rexx/32/467910_2.png) [@Mr\_Tea\_Rexx](https://forums.unrealengine.com/u/Mr_Tea_Rexx)\
**Post date:** [December 21, 2016, 6:45am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1858 "2016-12-21T06:45:12Z")

</div>

> [@;640919](#):
>
> Usually there aren’t any code changes between hotfix versions so it must be some other kind of error? You’ll need to share more info than if you’d like me to address in greater depth 🙂

Plugins/VictoryPlugin/Source/VictoryBPLibrary/Public/VictoryBPFunctionLibrary.h(60) : Error: Enumeration tag ‘JPG’ already in use by enum ‘/Script/CustomLibraryPlugin.EJoyImageFormats’

---

<div class="post-metadata">

**Author:** ![Genova](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Genova](https://forums.unrealengine.com/u/Genova)\
**Post date:** [December 29, 2016, 4:53am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1859 "2016-12-29T04:53:39Z")

</div>

Hey,

Found an with the File IO Save String Text to File.  
If the path include two subfolder to create, it will fail. One subfolder will work fine though.

Example :  
Will fail with C:/A/B/  
Will succeed with C:/A/

Cheers

---

<div class="post-metadata">

**Author:** ![Neilz0r](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Neilz0r](https://forums.unrealengine.com/u/Neilz0r)\
**Post date:** [December 30, 2016, 1:14pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1860 "2016-12-30T13:14:37Z")

</div>

Hi! I find your Victory BP to be _extremely_ useful and I will be crediting you in my project for sure. I was wondering if you could implement a node for me, it would be extremely useful.

Can you add a node for overriding the light map resolution, much the same way you can override an actor’s mobility state? would allow me to override the lightmap resolution of multiple blueprints simultaneously (I would be able to select multiple blueprints, then type in a value in a public integer variable to quickly override lightmap resoluition).

Unfortunately, as of right now, in order to override a blueprint’s lightmap resolution, you must select each blueprint individually, then select the component actor, then override the lightmap from there. prevents you from being able to quickly do for multiple blueprints. In my case, I have hundreds of blueprints and would be a very tedious process.

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 30, 2016, 8:57pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1861 "2016-12-30T20:57:54Z")

</div>

> [@Hidanendo;640946](#):
>
> Hey, ! I have looked through your works and i’m amazed - you have great skills. So, after that i got 2 questions: Is your ragdoll system better on the perfomance part than the stock one?  
> And the second: do you create anything on, mmm, request? If yes, so we have something to talk about, but i don’t know how to contact you :C  
> Thanks

Welcome to the forums @hidanendo !!!

Yes I can create things on request, you can pm me in these 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:** [December 30, 2016, 8:59pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1862 "2016-12-30T20:59:51Z")

</div>

> [@Tea-Rexx;640947](#):
>
> Plugins/VictoryPlugin/Source/VictoryBPLibrary/Public/VictoryBPFunctionLibrary.h(60) : Error: Enumeration tag ‘JPG’ already in use by enum ‘/Script/CustomLibraryPlugin.EJoyImageFormats’

What is CustomLibraryPlugin ?!

Do you have 2 copies of my victory plugin in your project?

Maybe one at engine level and one at project level?

I never heard of CustomLibraryPlugin yet EJoyImageFormats is obviously mine.

Find me more info about CustomLibraryPlugin, what and where it is on your comp, and then I can help more 🙂

---

<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 30, 2016, 9:43pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1863 "2016-12-30T21:43:01Z")

</div>

> [@Genova;643706](#):
>
> Hey,
> 
> Found an with the File IO Save String Text to File.  
> If the path include two subfolder to create, it will fail. One subfolder will work fine though.
> 
> Example :  
> Will fail with C:/A/B/  
> Will succeed with C:/A/
> 
> Cheers

That’s an easy fix thanks for letting me know, I can use one of my very own UE4 accepted pull requests, CreateDirectoryTree which I wrote because of encountering very with stock UE4 code.

**New Version Live**  
EDIT: These fixes are now live in latest 4.14 download and on Github!

---

<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 30, 2016, 9:43pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1864 "2016-12-30T21:43:38Z")

</div>

> [@;644196](#):
>
> Hi ! I find your Victory BP to be _extremely_ useful and I will be crediting you in my project for sure. I was wondering if you could implement a node for me, it would be extremely useful.
> 
> Can you add a node for overriding the light map resolution, much the same way you can override an actor’s mobility state? would allow me to override the lightmap resolution of multiple blueprints simultaneously (I would be able to select multiple blueprints, then type in a value in a public integer variable to quickly override lightmap resoluition).
> 
> Unfortunately, as of right now, in order to override a blueprint’s lightmap resolution, you must select each blueprint individually, then select the component actor, then override the lightmap from there. prevents you from being able to quickly do for multiple blueprints. In my case, I have hundreds of blueprints and would be a very tedious process.
> 
> ## Thanks!

Very interesting request! Will work on it soon as I can 🙂

EDIT: I can’t make a property editable on instance if it isnt already, but you could probably use Blutility right now to change light map resolution on actors of your choosing.

Do a google search for ue4 blutility, it lets you edit actors on the editor side, and you could get their Components and change the lightmap resolution 🙂

---

<div class="post-metadata">

**Author:** ![Genova](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Genova](https://forums.unrealengine.com/u/Genova)\
**Post date:** [December 31, 2016, 6:43am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1865 "2016-12-31T06:43:43Z")

</div>

> [@;644345](#):
>
> That’s an easy fix thanks for letting me know, I can use one of my very own UE4 accepted pull requests, CreateDirectoryTree which I wrote because of encountering very with stock UE4 code.
> 
> **New Version Live**  
> EDIT: These fixes are now live in latest 4.14 download and on Github!

shiiiiiiit that was fast !  
Awesome work as usual .

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