# (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:** 89

<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:** [January 9, 2017, 6:14pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1866 "2017-01-09T18:14:21Z")

</div>

> [@;640919](#):
>
> Are you sure you dont have any special formatting of that file? you made a new simple text file in note pad to confirm ?

, I’m currently using a default text file using Notepad in Windows 10 and the “Load String Array from File” function. I’ve tried several variations, but they get the same result.

And now that I’ve got to use the plugin more, it’s been very helpful. Thanks again!

---

<div class="post-metadata">

**Author:** ![MrAlicard](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MrAlicard](https://forums.unrealengine.com/u/MrAlicard)\
**Post date:** [January 9, 2017, 6:33pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1867 "2017-01-09T18:33:47Z")

</div>

Hello  
I have a question. Can I read and write ini file with ? If not can I request to add function? 🙂

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b3f58d4b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b3f58d4b](https://forums.unrealengine.com/u/anonymous_user_b3f58d4b)\
**Post date:** [January 16, 2017, 12:39pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1868 "2017-01-16T12:39:37Z")

</div>

Hi and everyone,  
Thanks for your contributions!~  
I’m a new programmer of unreal engine. I’m looking forward to ur help.  
Due to the need of the project, I have to develop in unreal engine for the goal: we have a external camera(I mean real camera) and it will transmit the real- image to unreal engine. My primary idea to accomplish it is to create a new class in C++ of unreal project and call the API to return the real image by camera, then save the picture as a runtime texture variable, then use the blueprint function of’s texture2D to call it and finally draw it to scene. Do u think it’s accessible? Or do you have better idea? Or u know somebody has similar thing?  
Thanks much for your reply~~~

---

<div class="post-metadata">

**Author:** ![Efrye](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/efrye/32/1194658_2.png) [@Efrye](https://forums.unrealengine.com/u/Efrye)\
**Post date:** [January 18, 2017, 12:29am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1869 "2017-01-18T00:29:22Z")

</div>

Hey!

First of , thank you for you amazing work!

I recently found out about your VictoryEdEngine plugin while looking for a good workflow for instanced static meshes. The ability to convert static meshes to instances back and forth looks absolutely amazing, but unfortunately I can’t get it to work. The plugin appears to be installed correctly. I get the overlay on the top left, as well as the vertex visualization and snapping. Selecting multiple static meshes and pressing i and shift+i, however, doesn’t do anything.

Does still exist in the latest version for UE4.14? Is there something I could be 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:** [January 18, 2017, 4:30am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1870 "2017-01-18T04:30:21Z")

</div>

> [@Efrye;652754](#):
>
> Hey!
> 
> First of , thank you for you amazing work!
> 
> I recently found out about your VictoryEdEngine plugin while looking for a good workflow for instanced static meshes. The ability to convert static meshes to instances back and forth looks absolutely amazing, but unfortunately I can’t get it to work. The plugin appears to be installed correctly. I get the overlay on the top left, as well as the vertex visualization and snapping. Selecting multiple static meshes and pressing i and shift+i, however, doesn’t do anything.
> 
> Does still exist in the latest version for UE4.14? Is there something I could be doing wrong?

Hi there!

For everyone, the 4.14 version of Victory Ed Engine is here:

4.14 Victory Ed Engine, Vertex Snapping and Instanced Static Meshes:  
[https://wiki.unrealengine.com/File:VictoryEdEngine.zip](https://wiki.unrealengine.com/File:VictoryEdEngine.zip)  
(media fire links)

Answer to your question:

Please make sure to follow the mandatory setup step of using my VictoryISM class that is part of Victory Plugin, or your own C++ Instanced Static Mesh actor class, a BP Created class wont work

=mYj\_kaLDZZ4  
[https://wiki.unrealengine.com/'s\_Vertex\_Snap\_Editor\_Plugin#Mandatory\_Setup\_Step](https://wiki.unrealengine.com/%27s_Vertex_Snap_Editor_Plugin#Mandatory_Setup_Step)

“First of , thank you for you amazing work!”

Hee hee!

🙂

---

<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:** [January 18, 2017, 5:00am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1871 "2017-01-18T05:00:36Z")

</div>

> [@uw19;648461](#):
>
> , I’m currently using a default text file using Notepad in Windows 10 and the “Load String Array from File” function. I’ve tried several variations, but they get the same result.
> 
> And now that I’ve got to use the plugin more, it’s been very helpful. Thanks again!

Hii!

You’re welcome!

I created a text file, using path: c:/tests/Joy.txt

Here’s the text:

```auto

Lots of lovely happy joyous text yes yes

Victory!

```

It worked just fine, using a for each loop and the Load String Array From File node

I dont know what is peculiar in you case but maybe you could try the text and file location I posted and let me know?

Everything is working fine in my version of 4.14 plugin 🙂

Let me know!

---

<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:** [January 18, 2017, 5:05am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1872 "2017-01-18T05:05:22Z")

</div>

Obtain Animated Vertex Positions of Skeletal Meshes . Characters!

 ![AnimatedVertexLocations.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/e/9/e957a28ae9faf30f0e629040601c5cae09f389f6.jpeg)

 ![AnimatedVertexLocations2.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/3/7/371166bd952ceb05c5130a15fced309bd6149489.jpeg)

 ![AnimatedVertexLocations3.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/5/5/55df281f8fb22607666ad600e5fc967fe491f56f.jpeg)

**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:** ![UE4Hobbyist](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@UE4Hobbyist](https://forums.unrealengine.com/u/UE4Hobbyist)\
**Post date:** [January 21, 2017, 9:05pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1873 "2017-01-21T21:05:07Z")

</div>

Does anyone know why “capture component 2d save image” keeps failing?  
I have tried many paths including “c:”

 ![3ff7abb3dbfafacce3ccdb9431d9df160e3d3c9f.jpeg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/3/f/3ff7abb3dbfafacce3ccdb9431d9df160e3d3c9f.jpeg)

---

<div class="post-metadata">

**Author:** ![swolf](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@swolf](https://forums.unrealengine.com/u/swolf)\
**Post date:** [January 24, 2017, 9:39pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1874 "2017-01-24T21:39:38Z")

</div>

> [@;644333](#):
>
> 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 🙂

Not the same guy, but I’m running into the same problem. CustomLibraryPlugin is the [Options Menu Kit.](https://www.unrealengine.com/marketplace/options-menu-kit) It seems to implement that aspect of the Victory plugin on its own which is causing compile issues when you try to compile Victory after. I just discovered and I don’t have a solution beyond don’t use both at the same I guess.

---

<div class="post-metadata">

**Author:** ![OverRated\_AU](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/overrated_au/32/1008648_2.png) [@OverRated\_AU](https://forums.unrealengine.com/u/OverRated_AU)\
**Post date:** [January 25, 2017, 5:20pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1875 "2017-01-25T17:20:52Z")

</div>

> [@swolf;655863](#):
>
> Not the same guy, but I’m running into the same problem. CustomLibraryPlugin is the [Options Menu Kit.](https://www.unrealengine.com/marketplace/options-menu-kit) It seems to implement that aspect of the Victory plugin on its own which is causing compile issues when you try to compile Victory after. I just discovered and I don’t have a solution beyond don’t use both at the same I guess.

Both plugins offer rebinding of action keys from my guess the CustomLibraryPlugin probably rips of code from the victory plugin , i would recommend changing the blueprint functions to use 's plugin and simply deleting the CustomLibraryPlugin as its not needed.

@can we please get a update for 4.15p1 i can’t seem to recompile it in VS without errors thanks.

---

<div class="post-metadata">

**Author:** ![kmaster30](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@kmaster30](https://forums.unrealengine.com/u/kmaster30)\
**Post date:** [January 28, 2017, 3:49am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1876 "2017-01-28T03:49:56Z")

</div>

Is there any options in for choosing player starts between levels for easier switching between levels?

---

<div class="post-metadata">

**Author:** ![Rstenberg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Rstenberg](https://forums.unrealengine.com/u/Rstenberg)\
**Post date:** [January 31, 2017, 5:27pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1877 "2017-01-31T17:27:00Z")

</div>

Hi,  
I DL’d and started trying 4.15.0 preview 2, specifically looking for some specific engine updates that I was waiting on in 4.15. The updates are working. I would like to move my game from 4.14.3 to 4.15.0 but I’m getting a “Plugin missing or incompatable, Missing or incompatable modules in VictoryPlugin plugin - would you like to disable it.”

What I did was  
I just wanted the victory plugins not the editor.  
I put the Victory Plugin folder at “\4.15\Engine\Plugins\VictoryPlugin”.  
The engine loaded but showed the plugin was disabled.  
I hit the checkbox to enable it.  
Restarted 4.15.0 preview 2  
And it brought up the error.

Did I miss a step or does the plugin not work with 4.15 yet?

Thanks for any help  
Russ.

P.S. LOVE the plugins.

---

<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:** [February 2, 2017, 1:06am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1878 "2017-02-02T01:06:59Z")

</div>

> [@swolf;655863](#):
>
> Not the same guy, but I’m running into the same problem. CustomLibraryPlugin is the [Options Menu Kit.](https://www.unrealengine.com/marketplace/options-menu-kit) It seems to implement that aspect of the Victory plugin on its own which is causing compile issues when you try to compile Victory after. I just discovered and I don’t have a solution beyond don’t use both at the same I guess.

oooooh!

Thanks for explaining that swolf!

If any of you see something named joy anything it is quite possibly something I wrote hee hee!

The solution would have to involve C++ modification by the person who wrote the options menu kit to rename the types he uses from my Victory Plugin to avoid name compile issues, please contact the author of that plugin 🙂

```auto

[QUOTE=;656265]
Both plugins offer rebinding of action keys from my guess the CustomLibraryPlugin probably rips of code from the victory plugin , i would recommend changing the blueprint functions to use's plugin and simply deleting the CustomLibraryPlugin as its not needed.

  @can we please get a update for 4.15p1 i can't seem to recompile it in VS without errors thanks.
[/QUOTE]

Ahh good point, I will download 4.15 preview soon :)

```

> [@Rstenberg;659090](#):
>
> Hi,  
> I DL’d and started trying 4.15.0 preview 2, specifically looking for some specific engine updates that I was waiting on in 4.15. The updates are working. I would like to move my game from 4.14.3 to 4.15.0 but I’m getting a “Plugin missing or incompatable, Missing or incompatable modules in VictoryPlugin plugin - would you like to disable it.”  
> Thanks for any help  
> Russ.
> 
> P.S. LOVE the plugins.

Yes it wont work till I upgrade it cause of C++ changes, will do so soon!

Nice to hear from you!

---

<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:** [February 2, 2017, 1:14am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1879 "2017-02-02T01:14:47Z")

</div>

\*\*Load Texture 2D From File!

JPG, PNG, BMP, ICO, EXR, and ICNS are Supported File Formats !\*\*

With node you can load a Texture 2D from a file during runtime!

I output for you the width and height of the loaded image!

**Now you can easily create Texture 2D’s from image files in Blueprints, during runtime!**

**Special Note!**

Sweeney [liked node](https://forums.unrealengine.com/showthread.php?3851-(39)--s-Extra-Blueprint-Nodes-for-You-as-a-Plugin-No-C-Required!&p=211685&viewfull=1#post211685)!

 ![5e04c4d83d602f944fb2cfd946e90787f3b20f70.jpeg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/e/0/5e04c4d83d602f944fb2cfd946e90787f3b20f70.jpeg)

 ![LoadImageFromFile.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/4/d/4dc63b797f119439c3ed0107927dc84112ec3731.jpeg)

Enjoy!

PS: Make sure to include the file extension when you use node!

````auto

**C++ Code For You**

Here is the core C++ function involved, entire source is in the download! I wrote my own Enum for the file formats.

```

UTexture2D* UVictoryBPFunctionLibrary::Victory_LoadTexture2D_FromFile(const FString& FullFilePath,EJoyImageFormats ImageFormat, bool& IsValid,int32& Width, int32& Height)
{
	IsValid = false;
	UTexture2D* LoadedT2D = NULL;
	
	IImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper"));
	
	IImageWrapperPtr ImageWrapper = ImageWrapperModule.CreateImageWrapper(GetJoyImageFormat(ImageFormat));
 
	//Load From File
	TArray<uint8> RawFileData;
	if (!FFileHelper::LoadFileToArray(RawFileData, * FullFilePath)) 
	{
		return NULL;
	}
	
	  
	//Create T2D!
	if (ImageWrapper.IsValid() && ImageWrapper->SetCompressed(RawFileData.GetData(), RawFileData.Num()))
	{ 
		const TArray<uint8>* UncompressedBGRA = NULL;
		if (ImageWrapper->GetRaw(ERGBFormat::BGRA, 8, UncompressedBGRA))
		{
			LoadedT2D = UTexture2D::CreateTransient(ImageWrapper->GetWidth(), ImageWrapper->GetHeight(), PF_B8G8R8A8);
			
			//Valid?
			if (!LoadedT2D) 
			{
				return NULL;
			}
			
			//Out!
			Width = ImageWrapper->GetWidth();
			Height = ImageWrapper->GetHeight();
			 
			//Copy!
			void* TextureData = LoadedT2D->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
			FMemory::Memcpy(TextureData, UncompressedBGRA->GetData(), UncompressedBGRA->Num());
			LoadedT2D->PlatformData->Mips[0].BulkData.Unlock();

			//Update!
			LoadedT2D->UpdateResource();
		}
	}
	 
	// Success!
	IsValid = true;
	return LoadedT2D;
}

```

````

\*\*Latest plugin download on the UE4 Wiki: (8 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...

```auto

**Victory Plugin on Media Fire**

If your browser is not updating the Wiki download page to the most recent version, you can use my alternative Media Fire download link!

Please note clicking link will not start a download instantly, it will just take you to the Media Fire file description.

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

Enjoy!

:)
```

---

<div class="post-metadata">

**Author:** ![OverRated\_AU](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/overrated_au/32/1008648_2.png) [@OverRated\_AU](https://forums.unrealengine.com/u/OverRated_AU)\
**Post date:** [February 2, 2017, 2:12am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1880 "2017-02-02T02:12:49Z")

</div>

Thanks for these great nodes, i was thinking the other day the engine lacks nodes that relating to sublevels and a cool node would be getallactorsonlevel, i think it would be great to be able to save sublevels aswell, for example if a empty sublevel is used for client data only it would make for a nice saving and loading system.

---

<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:** [February 4, 2017, 7:33am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1881 "2017-02-04T07:33:36Z")

</div>

Victory Plugin 4.15 Released!

Dear Community,

I’ve updated my plugin to 4.15 preview 3!

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

Enjoooy!

❤

**4.15 Build (HTML5, win32, win64, editor, dev packaged, and shipping)**

> **[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.

**Last 4.14 Build**

> **[VictoryPlugin14](https://www.mediafire.com/file/7915cuk19c3nbfw/VictoryPlugin14.zip)**
>
> MediaFire is a simple to use free service that lets you put all your photos, documents, music, and video in a single place so you can access them anywhere and share them everywhere.

---

<div class="post-metadata">

**Author:** ![OverRated\_AU](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/overrated_au/32/1008648_2.png) [@OverRated\_AU](https://forums.unrealengine.com/u/OverRated_AU)\
**Post date:** [February 4, 2017, 8:20am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1882 "2017-02-04T08:20:09Z")

</div>

> [@;660982](#):
>
> Dear Community,
> 
> I’ve updated my plugin to 4.15 preview 3!
> 
> [https://www.mediafire.com/convkey/a416/xh2a0w6qocsc9xb6g.jpg](https://www.mediafire.com/convkey/a416/xh2a0w6qocsc9xb6g.jpg)
> 
> Enjoooy!
> 
> ❤
> 
> **4.15 Build (HTML5, win32, win64, editor, dev packaged, and shipping)**  
> [VictoryPlugin16](https://www.mediafire.com/?ieovbd5l9d7yub2)
> 
> **Last 4.14 Build**  
> [VictoryPlugin16](https://www.mediafire.com/?ieovbd5l9d7yub2)

Thanks :).

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**Author:** ![anonymous\_user\_5a5ef96f1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_5a5ef96f1](https://forums.unrealengine.com/u/anonymous_user_5a5ef96f1)\
**Post date:** [February 5, 2017, 2:40am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1883 "2017-02-05T02:40:44Z")

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Hello,

I’m quite new to UE4, and I’ve been spending a lot of with it lately trying to learn. I’ve been trying to install and use the VictoryPlugin for a project I am working on.

I have downloaded the plugin at link:

I have extracted the folder into location:  
D:\Epic Games\4.14\Engine\Plugins\Runtime

I have verified that in the file named VictoryBPLibrary.uplugin located at  
D:\Epic Games\4.14\Engine\Plugins\Runtime\VictoryPlugin  
installed is set to true.

I have gone into the project I wish to use plugin for and enabled use of plugin.

It prompts me to restart the UE4 engine such that I am able to use the plugin.

When I try to launch my project any after, it gives me the message,  
“Missing or incompatible modules in VictoryBPLibrary plugin - would you like to disable it? You will no longer be able to open any assets created using it.”

I’d really like to use both plugin but I keep getting error. Has anyone else had or does anyone know why is happening?

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**Author:** ![normal\_ST](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@normal\_ST](https://forums.unrealengine.com/u/normal_ST)\
**Post date:** [February 6, 2017, 7:22pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1884 "2017-02-06T19:22:37Z")

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I have the same problem as **Predatoria** , but I just put VictoryPlugin folder in My\_Project\_name\Plugins folder as usual, and I have the same error, “Missing or incompatible modules in VictoryBPLibrary plugin - would you like to disable it? You will no linger be able to open any assets created using it”.

Downloaded from (The same link as **Predatoria** )

Best regards, and thanks for a good BP nodes 😉

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**Author:** ![Chika\_Wowwow](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Chika\_Wowwow](https://forums.unrealengine.com/u/Chika_Wowwow)\
**Post date:** [February 7, 2017, 2:34am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1885 "2017-02-07T02:34:23Z")

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The v4.14 download has been accidentally replaced with v4.15p3. Use an older version if you have one for now, I messaged about it.

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