/* Blueprints does not support int64 so at some pt in future int32 will not be enough, probably by then dolphins will rule the world, or UE4 BP will support int64, or both! <3*/
UFUNCTION(BlueprintPure, Category = "Victory BP Library|System")
static int64 GetUnixTimeStamp(const FDateTime& UTCTime)
{
//Please note it should really be int64 but that is not supported by BP yet
return UTCTime.ToUnixTimestamp();
}
/* Blueprints does not support int64 so at some pt in future int32 will not be enough, probably by then dolphins will rule the world, or UE4 BP will support int64, or both! <3*/
UFUNCTION(BlueprintPure, Category = "Victory BP Library|System")
static void GetUTCFromUnixTimeStamp(int64 UnixTimeStamp, FDateTime& UTCTime)
{
//Please note it should really be int64 but that is not supported by BP yet
UTCTime = FDateTime::FromUnixTimestamp( UnixTimeStamp );
}
node will get the Saved folder of your game, wherever it maybe installed
In fact, even if you MOVE your shipped game, after it is installed, my node will STILL find your Saved folder of your project, which is why I use ConvertRelativePathToFull.
Yes, for the times when a userās packaged game moves aorund without consulting with you first⦠(it could happen)
I have a link now for people in the original post, but after I add a chunk of new features I would appreciate you recompiling, as I do not have a post-4.24 setup going yet
I might have a fun new update within 24-48 hours so please check back periodically, or I might pm you if you want to help advance our Victory on the platform.
new version allows you to create a Very Special URamaVictoryPluginCreateProcessPipe to capture your Process output, if the Process is outputting to STDOUT (console window) or STDERR
Construct the RamaVictoryPluginCreateProcessPipe
Pass it into VictoryCreateProc
Call ReadFromPipe on the periodically to get updates from your process
When , please call ClosePipe on the , and null the reference to the (I call ClosePipe inside of BeginDestroy, but might as well take initiative yourself and close the actual OS pipe yourself immediately, rather than waiting for Garbage Collection)
/**
Made With Love By for Use with @VictoryCreateProc
So that you can receive feedback from your processes.
ā„
*/
UCLASS(Blueprintable,BlueprintType)
class URamaVictoryPluginCreateProcessPipe : public UObject
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Joy Flow")
bool CreatePipe();
UFUNCTION(BlueprintCallable, Category = "Joy Flow")
void ClosePipe();
/**
has exec pins because it is an expensive action and the output is saved/cached on the output pin, whereas a Pure node would repeat the action many times, each node is accessed.
@Return false if the pipes were not created yet
ā„
*/
UFUNCTION(BlueprintCallable, Category = "Joy Flow")
bool ReadFromPipe(FString& PipeContents);
UFUNCTION(BlueprintPure, Category = "Joy Flow")
bool PipeIsValid();
public:
void* ReadPipe = nullptr;
void* WritePipe = nullptr;
virtual void BeginDestroy() override;
};
Was Array sort actually working for you in UE4.27 ? The contributor to the Victory plugin who made that node would be able to help, Mr Redbeard, but I thought the node had been non-functional for a while, and I donāt recall why.
@Looks like my UE5 release prediction was pretty spot on
Iām trying to get a copy of our project working in UE5 Preview. So far Iāve gotten most of the levels to open fine, but if I try opening any blueprints (or even create a new blueprint > actor from scratch) I get crash immediately:
Assertion failed: NewOperatorInputA [File:D:\build\++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_CommutativeAssociativeBinaryOperator.cpp] [Line: 281] (the line is: check(NewOperatorInputA);
I searched online for āK2Node_CommutativeAssociativeBinaryOperator.cppā and saw a few references to the Victory plugin, hence why Iām posting it here (I realize itās an engine file, but from my search results of other people having an error with cpp file, they mentioned the victory plugin)
I know UE5 Preview literally JUST came out today, so Iām not expecting an immediate update, just thought Iād post here in case itās useful
UPDATE: Fixed it!! It was the āAppend Multipleā node that I found was added to one of our widgets that was causing the crash in the UE5 Preview project (now replaced with the regular append node).
Hi. I started using the Victory plugin for getting RGB data from a texture.
I downloaded and installed the āLemur_hotelā version, which is the only compiled version I could find, because www. is dead and github does not
Iām using UE4.27 on Win64
I tried the node GetPixelFromT2D to get pixels from a texture, but it returns only zero RGBA and the deprecation message " function will not work until I figure out how to update it to 4.25, if you need it urgently, please post in my ue4 forum thread for plugin"
Is there a fix for 4.27?
In fact T2D functions either donāt work or crash ue4.27
I need to get the pixels coming from a video input texture, so loading from a file (the only thing that works) is not an optionā¦
is the crash report I get when calling VictoryGetPixelsArrayFromT2D blueprint with a 1024x1024 texture in VectorDisplacementMap mode
The plugin is installed in the project plugin folder, not in the engine plugins.
Same logic applies to the UE4 version (you donāt have to upgrade to UE5, just set your T2Ds to no mip maps and use vectordisplacement, results in no compression of your texture, so you have a 1 to 1 pixel ratio between your original file and the UE4 file, annnnnd, no crash
Name,Favorite Flower,Favorite Color
You,Tulip,Yellow
Me,Rose,HotPink
Sjoerd,StrawberryFlower,Red
then each of your String array entries should have 2 commas, and each array entry represents 1 row, you should include Column labels as your array 0 entry.
Donāt add line terminators in your UE4 string array, I add the line terminator in the C++ for you!
I try to use Victory create proc on UE4.7 but the input argument line is not written to the command line windows and the process hold the empty command line window
could anybody give me some instruction
Hey, first thanks for , Amazing Plugin!, 2, i try to Load Textfiles, and looks like , Ć,Ć,Ć are replaced by ā?ā, but on the node is " it supports Unicode characters" ?