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

Hello ,
I need some help with Patching and Updating game process, that would be great if you can make a tutorial for that,

I tired flow :

but when i try to create a release based on another release gave me a Critical error, it’s okay if i make R2 based on nothing but in case problem is P3 contains P1 and P2 inside himself and it’s not good in large content update. I want each of them separate .

Another problem i have is with priority…
How engine should know P1, P2 and P3 priority order ?

Thank you.

Did you try ? it works great without any https://www./V25ypOjplWM

I didn’t see that before but that’s very similar to the way i did, but is the problem:

When you create first release we call R1 you’ve your base assets inside .pak file and it’s ok
then when you create your first Patch we call P1 it’ll add changes & assets to a new .pak file named New_P.pak and it’s ok
but problem starts here when you want to create P2, at point the new _P.pak has previous P1 content and it seems users must download P1 & P2 and when and if your P1 was a large file the P2 has P1 assets and makes it large.

My Solution is : use epic patching tool for some changing like scripting and small changes and create custom .pak for new assets and load them manually but way is a little hard to manage custom .pak file like creating and load priority .

Let me know what do you think?

Hello ,

I’m trying to save a texture from a RenderTarget to a file. Used the C++ function to create a T2D from a RT and then used your VictoryGetPixelsArrayFromT2D and VictorySavePixels, but the file looks really weird and I guess it has to do with the compression you mentioned. However I can’t deactivate it, only choose between different settings like VectorDisplacementMap, Default DXT1 etc.). Where did you find the “Turn off compression” option?
When I use the engine function CaptureComponent2DSaveImage it works as it should except I get a HDR file I can’t work with, because I haven’t found a way to import it.

Edit:
Okay i got it finally working…
Instead of using a RenderTarget from the engine which always uses compression, I just generated it with C++ with the correct PixelFormat:



UTextureRenderTarget2D* blah::CreateRenderTargetBGRA8(UObject* outer, int32 TexWidth, int32 TexHeight)
{
	UTextureRenderTarget2D* newRT = NewObject<UTextureRenderTarget2D>(outer);
	newRT->InitCustomFormat(TexWidth, TexHeight, EPixelFormat::PF_B8G8R8A8, 0);
	return newRT;
}


and used to create a T2D from a RT2D


UTexture2D* bla::RenderTargetToTexture2D(UObject *outer, UTextureRenderTarget2D* target)
{
	target->CompressionSettings = TextureCompressionSettings::TC_MAX;
	target->CompressionNone = 1;

	UTexture2D* CreatedTexture = target->ConstructTexture2D(outer, "", EObjectFlags::RF_NoFlags, 0, 0);

	CreatedTexture->CompressionSettings = TextureCompressionSettings::TC_MAX;
	CreatedTexture->MipGenSettings = TextureMipGenSettings::TMGS_NoMipmaps;
	CreatedTexture->LODGroup = TextureGroup::TEXTUREGROUP_UI;
	CreatedTexture->Filter = TextureFilter::TF_Nearest;
	CreatedTexture->CompressionNone = 1;
	return CreatedTexture;
}

4.17 see next posts!

You’re welcome! :slight_smile: :slight_smile: :slight_smile:

I’ve not investigated Epic patching tool yet, thanks for the heads up though I will check it out as soon as I can!

Thanks for sharing your solution!

:slight_smile:

Victory Plugin 4.17

Dear Community,

Here is the 4.17 release of Victory Plugin!

Please keep in mind 4.17 is an experimental build of UE4 still, so there’s a Epic may make changes that break my current 4.17 version of the plugin. If happens let me know :slight_smile:

Special thanks to Community member @teak421 for cleaning up some of the categories to result in only “Victory BP Library” being present in your right click context searches! :slight_smile:

EDIT:

Now that official 4.17 launcher version has been released, I’ve updated the plugin to full release.

:heart:


**Download Links**

**4.17 Build (win32, win64, editor, dev packaged, and shipping)**
http://www.mediafire.com/file/8slx6251tw6gg6w/VictoryPlugin.zip


♥ Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you ♥

1. Win64 Development
2. Win64 Shipping  **&lt;~~~~~~ NEW!**
3. Win32 Development
4. Win32 Shipping

Please see my instructions for [Packaging UE4 Plugins With Your Game](https://forums.unrealengine.com/showthread.php?3851-(39)--s-Extra-Blueprint-Nodes-for-You-as-a-Plugin-No-C-Required!&p=476476&viewfull=1#post476476).

Prior Engine Versions

**4.11: **VictoryPlugin11

**4.12: **VictoryPlugin12

**4.13: **VictoryPlugin13

**4.14: ** VictoryPlugin14

**4.15: ** VictoryPlugin15

**4.16: ** VictoryPlugin16


**Donations can be sent to me via:**
http://lightningfitness.org/donate/

♥

,

Please keep in mind that some of the Blueprint nodes have been re-categorized…including what mentioned above. For example, some were not categorized have been moved under Misc. and others that were not categorized were moved to the appropriate category. was pass number one and more changes might be … Open to suggestions as well! Thanks to for making such a great plugin.

teak

Fantabulastic.

4.17 says the plugin is incopatible with current version. Could you please look into it or give advice?
i’ve is to use freshly installed 4.17 and plugin downloaded from the link you provided.
THANKS,
H

The release version of 4.17 was just released, I’ve now updated the plugin to release 4.17

4.17 Build (win32, win64, editor, dev packaged, and shipping)

:slight_smile:

Hi I have a request,

Could you make a ‘reset input to defaults’ node? I am having a hell of a trying to reset re-binded inputs. Especially double and triple binded. Deleting the input.ini file your nodes generate does it, but only after game restart (no fun for a normal user :P).

Thanks muchly

-LZ

Huge thanks for a quick 4.17 update! <3

Aaand, it WORKS! Thank you !!

Hi, do you have the new update of VictoryEdEngine for 4.17? looking foward to it

Hello , quick question. I don’t know the networking capabilities of UE4 but would it be possible to have a function that would allow you to communicate with a server by using an IP adress? So you could talk to a server without joining it’s “game”. Thanks in advance.

Edit: Checked the marketplace and someone has a plugin for more or less what I wanted. :slight_smile:

Hee hee!

You’re welcome!

:heart:

Ahh that’s an interesting idea, does anyone have bandwidth to help do , is for the keyRebinding system. I myself am in crunch mode with my game at the moment. If anyone can help and make PR or even just send me code I can integrate.

:heart:

Victory Math Helper BP Nodes

Dear Community,

I have 4 Math BP nodes for you!


**Efficiently Sort Integer / Float Array**

Now you can easily and efficiently sort an integer or float array, with the smallest entry being put at index 0!

 modifies the original array, saving you from creating unnecessary duplicate array data.

So my BP sort node is very efficient!

![bbca2414d736997bb47f825479abe221c9369d8a.jpeg|1042x777](upload://qNgn3LnIAFwIWUcYraeqbrNSavw.jpeg)

Plus Equals and Minus Equals Integer Math Operators

Typically you have to Get an integer variable and then Set it with some value added/subtracted in order to modify an integer value.

I find rather cumbersome, especially because in C++ there is the += and -= operators which make adding and subtracting from integers very fast!

Using my new BP Operators you can easily add a value to an integer or subtract a value from an integer!

Note my operator modifies the original value and returns it, so I cannot make these operators Pure. Execution pins are required because the value is getting modified.


**The C++ Code Involved**

In order to make these 4 new nodes I took advantage of UPARAM(ref) which allows a BP variable to be modified in C++ and returned back to Blueprints.

I wrote a [wiki on UPARAM(ref)](https://wiki.unrealengine.com/How_To_Modify_Blueprint_Variable_References_In_C%2B%2B_Without_Copying)that you can enjoy!



```


void UVictoryBPFunctionLibrary::VictoryIntPlusEquals(UPARAM(ref) int32& Int, int32 Add, int32& IntOut)
{  
	Int += Add;
	IntOut = Int; 
} 
void UVictoryBPFunctionLibrary::VictoryIntMinusEquals(UPARAM(ref) int32& Int, int32 Sub, int32& IntOut)
{ 
	Int -= Sub;
	IntOut = Int; 
}


```



Download Links

4.17 Build (win32, win64, editor, dev packaged, and shipping)

:heart: Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you :heart:

  1. Win64 Development
  2. Win64 Shipping <~~~~~~ NEW!
  3. Win32 Development
  4. Win32 Shipping

Please see my instructions for Packaging UE4 Plugins With Your Game.


**Prior Engine Versions**

**4.11: **http://www.mediafire.com/download/jp91b9atphm2obt/VictoryPlugin11.zip

**4.12: **http://www.mediafire.com/download/g441k2815r5b045/VictoryPlugin12.zip

**4.13: **https://www.mediafire.com/?7kt9fepwa1pgs0y

**4.14: ** http://www.mediafire.com/file/7915cuk19c3nbfw/VictoryPlugin14.zip

**4.15: ** https://www.mediafire.com/?6nne04gd74emnzu

**4.16: ** http://www.mediafire.com/file/ieovbd5l9d7yub2/VictoryPlugin16.zip

Donations can be sent to me via:

:heart:

, can we expect a pull request to the engine for change? I think would be perfect to be included to the binary.

oooh those still aren’t in the engine yet? I can make a PR yes, great idea :slight_smile:

And very nice to hear from you!

:heart:

Hi!
I’m going through same situation, but i can’t save my screenshots.
Did you use “capture 2d save image” node to save your screenshot?
My problem is probably that i can’t load the"Texture render target" as target of the node…
Any suggestions?
Thanks!

e297a3e0d181b84656b1f88e4034d9374e5d2cf3.jpeg