# (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:** 1457

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**Author:** ![Antidamage](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/antidamage/32/918692_2.png) [@Antidamage](https://forums.unrealengine.com/u/Antidamage)\
**Post date:** [February 18, 2016, 8:53pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1457 "2016-02-18T20:53:55Z")

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> [@RhythmScript;476813](#):
>
> Yep, same here.
> 
> Most irritating is that arises, once you’ve added VictoryPlugin to the Engine / Plugins / Runtime / VictoryPlugin folder, just OPENING 4.11, even if you aren’t opening a project. It just throws up an error saying it may need to be recompiled.

That’s completely normal, everything needs to be recompiled between engine versions. I guess when 4.11 is properly released will do new builds for those of us that don’t like to compile.

I personally wouldn’t be touching 4.11 and expecting any results at until they send word out that it’s to test your marketplace assets with it.

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