(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

Busted again as of 4.11 preview 6 (first I’ve ever seen the plugin report a “wrong engine version” file on a small version number increase, ever)

Apparently Epic decided to move or delete something to do with the Vorbis encoder and now Victory Plugin can’t see it and it breaks everything spectacularly.

IDK how to code and I’m out of my depth on . Commenting out the offending lines in the Victory source doesn’t do anything because of subsequent dependencies and I have no idea how to properly fix it.

EDIT: hang on, I sorta got it… for those who aren’t using Vorbis decode, anyway:


int32 UVictoryBPFunctionLibrary::fillSoundWaveInfo(class USoundWave* sw, TArray<uint8>* rawFile)
{
	FSoundQualityInfo info;
//	FVorbisAudioInfo vorbis_obj = FVorbisAudioInfo();
//	if (!vorbis_obj.ReadCompressedInfo(rawFile->GetData(), rawFile->Num(), &info))
//	{
		//Debug("Can't load header");
		return 1;
	}

//	if (!sw) return 1;
//	sw->SoundGroup = ESoundGroup::SOUNDGROUP_Default;
//	sw->NumChannels = info.NumChannels;
//	sw->Duration = info.Duration;
//	sw->RawPCMDataSize = info.SampleDataSize;
//	sw->SampleRate = info.SampleRate;
//
//	return 0;
//}

Just force the plugin to always return that the file in question isn’t an ogg vorbis. Prevents breakage down the line that occurs if you try to skip the loading check entirely.

Obviously for people who need functionality I didn’t fix it but it does at least let me open my game again.