# (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:** 888

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**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:** [May 25, 2015, 8:05pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/888 "2015-05-25T20:05:22Z")

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> [@Kheka;296696](#):
>
> Hi , are TMaps replicated?

No they are not replicated automatically, replication like that would have to be orchestated by you just like for most other gameplay features. My recommendation would be to only run the logic requiring TMaps on the server-side and just pass the output/results/ to clients via custom replicated events.

🙂

> [@J. J. Franzen;297422](#):
>
> Awesome . Would it be possible to add access to the pixel array via node as in your other one? Or perhaps a more generalized Texture Reference to pixel array function?
> 
> Cheers,
> 
> J^2

Texture2D -\> Pixel array is a great idea, I will have to look into it when I get the !

🙂

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