# (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:** 1\
**Showing post:** 1318

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**Author:** ![arbopa](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@arbopa](https://forums.unrealengine.com/u/arbopa)\
**Post date:** [November 26, 2015, 8:05am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1318 "2015-11-26T08:05:58Z")

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@ , I messed with the source and rebuilt… It works, but it is very strange… not sure what was going on… the FAudioDevice I kept and it always found that… if I keep the Props bit, what I set it to != what it returns right after setting it… but if I skip the props and just return SoundClassObject-\>Properties.Volume they do match exactly.

```auto

float UVictoryBPFunctionLibrary::VictoryGetSoundVolume(USoundClass* SoundClassObject)
{
     if (!SoundClassObject)
	{
		return -1;
	}
	return SoundClassObject->Properties.Volume;

}

```

seems to return it properly…

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