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

I am not the author of those nodes, TK authored the TK BP library, you should consult with him about your concerns.

Also I have made a github for the Victory Plugin, so you could consider contributing here:


**Hurricane Irma About to Hit SW Florida**

I am physically fleeing hurricane Irma:

[https://www.nytimes.com/2017/09/08/u...a.html?mcubz=3](https://www.nytimes.com/2017/09/08/us/hurricane-irma-florida.html?mcubz=3)

So I cannot address your concerns at the moment due to being completely dislocated by the hurricane

People in my area are fleeing into shelters inside of schools hoping to stay alive

The Storm Surge is predicted to be 8-12 feet, which is sort of like the rush of a tsunami, hits a in a few moments ,and wipes out people who did not get to safety.

♥



=8v4uE1d7Cpk

Everything else is irrelevant then. Stay safe!

Hi ,

Hope you are safe from the hurricane.

When you are back & safe, can you please look into . It’s happening when trying to compile for Linux:

EDIT:

Found the & made pull request: /pull/31

Cheers.

Hee hee! Yea I managed to get out in :slight_smile:

Did you want to make pull request for the fixes you suggested?

:heart:




[quote="thejhNZ, post:2085, topic:3448"]

Hi ,

Hope you are safe from the hurricane.

Found the & made pull request: /pull/31

Cheers.
[/QUOTE]


Yup  is well!

Ahh great thanks! I will integrate  along with 4.18 build.


♥
​​​​​​​

Hello! Super great plugin! But I am having a problem using “Capture 2D Save Image” function. Whatever I do, it always returns false and obviously doesn’t save anything.
Nevermind! Just solved it by taking a look at a plugin’s source code. By the way, you really should add a note that the only supported format for function is B8G8R8A8, because that took me a while before I actually decided to take a look at the source code.

, have you updated the Victory Plugin to 4.17? I cant figure out how to compile it from the source code

Hi!
Does the plugin support 4.17 packaging in HTML?

Hi, . Great Plugin. But what is the possible solution to these two warnings? Could you help, please?

Hi , Hi everyone.

Im trying to package my game for linux using the toolchain with v9_clang-4.
Ive added Linux to the whitelist within your .uplugin, and on compiling i get a error from your victory plugin with the following…



Packaging (Linux): UnrealBuildTool: [1/6] Compile PCH.VictoryBPLibrary.h
Packaging (Linux): UnrealBuildTool: [2/6] Compile Module.VictoryBPLibrary.cpp
Packaging (Linux): UnrealBuildTool: [3/6] Compile Module.VictoryBPLibrary.gen.1_of_2.cpp
Packaging (Linux): UnrealBuildTool: [4/6] Compile Module.VictoryBPLibrary.gen.2_of_2.cpp
Packaging (Linux): UnrealBuildTool: In file included from D:\GitHub\UnrealEngine\Averted\Plugins\VictoryPlugin-\Intermediate\Build\Linux\B4D820EA\Averted\Development\VictoryBPLibrary\Module.VictoryBPLibrary.gen.2_of_2.cpp:5:
Packaging (Linux): UnrealBuildTool: In file included from D:\GitHub\UnrealEngine\Averted\Plugins\VictoryPlugin-\Intermediate\Build\Linux\B4D820EA\Averted\Inc\VictoryBPLibrary\VictoryPC.gen.cpp:9:
Packaging (Linux): UnrealBuildTool: ../../Averted/Plugins/VictoryPlugin-/Source/VictoryBPLibrary\Public/VictoryPC.h(11,10):  error: non-portable path to file '"Runtime/Engine/Classes/GameFramework/PlayerController.h"'; specified path differs in case from file name on disk -Werror,-Wnonportable-include-path]
Packaging (Linux): UnrealBuildTool: #include "Runtime/Engine/Classes/Gameframework/PlayerController.h"
Packaging (Linux): UnrealBuildTool:          ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Packaging (Linux): UnrealBuildTool:          "Runtime/Engine/Classes/GameFramework/PlayerController.h"
Packaging (Linux): UnrealBuildTool: 1 error generated.
Packaging (Linux): UnrealBuildTool: In file included from D:\GitHub\UnrealEngine\Averted\Plugins\VictoryPlugin-\Intermediate\Build\Linux\B4D820EA\Averted\Development\VictoryBPLibrary\Module.VictoryBPLibrary.cpp:3:
Packaging (Linux): UnrealBuildTool: In file included from D:\GitHub\UnrealEngine\Averted\Plugins\VictoryPlugin-\Source\VictoryBPLibrary\Private\VictoryBPFunctionLibrary.cpp:7:
Packaging (Linux): UnrealBuildTool: ../../Averted/Plugins/VictoryPlugin-/Source/VictoryBPLibrary/Public\VictoryBPFunctionLibrary.h(152,5):  warning: field 'Key' will be initialized after field 'KeyAsString' -Wreorder]
Packaging (Linux): UnrealBuildTool:                 : Key(Axis.Key)
Packaging (Linux): UnrealBuildTool:                   ^
Packaging (Linux): UnrealBuildTool: In file included from D:\GitHub\UnrealEngine\Averted\Plugins\VictoryPlugin-\Intermediate\Build\Linux\B4D820EA\Averted\Development\VictoryBPLibrary\Module.VictoryBPLibrary.gen.1_of_2.cpp:3:
Packaging (Linux): UnrealBuildTool: In file included from D:\GitHub\UnrealEngine\Averted\Plugins\VictoryPlugin-\Intermediate\Build\Linux\B4D820EA\Averted\Inc\VictoryBPLibrary\VictoryBPFunctionLibrary.gen.cpp:9:
Packaging (Linux): UnrealBuildTool: ../../Averted/Plugins/VictoryPlugin-/Source/VictoryBPLibrary\Public/VictoryBPFunctionLibrary.h(152,5):  warning: field 'Key' will be initialized after field 'KeyAsString' -Wreorder]
Packaging (Linux): UnrealBuildTool:                 : Key(Axis.Key)
Packaging (Linux): UnrealBuildTool:                   ^
Packaging (Linux): UnrealBuildTool: In file included from D:\GitHub\UnrealEngine\Averted\Plugins\VictoryPlugin-\Intermediate\Build\Linux\B4D820EA\Averted\Development\VictoryBPLibrary\Module.VictoryBPLibrary.cpp:8:
Packaging (Linux): UnrealBuildTool: In file included from D:\GitHub\UnrealEngine\Averted\Plugins\VictoryPlugin-\Source\VictoryBPLibrary\Public\VictoryPC.cpp:8:
Packaging (Linux): UnrealBuildTool: ../../Averted/Plugins/VictoryPlugin-/Source/VictoryBPLibrary/Public/VictoryPC.h(11,10):  error: non-portable path to file '"Runtime/Engine/Classes/GameFramework/PlayerController.h"'; specified path differs in case from file name on disk -Werror,-Wnonportable-include-path]
Packaging (Linux): UnrealBuildTool: #include "Runtime/Engine/Classes/Gameframework/PlayerController.h"
Packaging (Linux): UnrealBuildTool:          ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Packaging (Linux): UnrealBuildTool:          "Runtime/Engine/Classes/GameFramework/PlayerController.h"
Packaging (Linux): UnrealBuildTool: 1 warning and 1 error generated.



Can anyone help me with problem or any solution to fixing it,
Would be much appreciated

Edit: use the pull 31 to fix the GameFramework, but still getting warning about the field ‘Key’ will be initialized after field 'KeyAsString

@

Glad you’re safe and well from that hurricane ^^

Btw, any possibility to also get VictoryEd Engine updated to 4.16/4.17? Latest version (which was me who asked for it too xD) was 4.15.

Regards.

Hey I have another request if possible

Can you make Load String Array From File load unicode chars too? For example: ı ğ ü ş ö ç Ğ Ü Ş İ Ö Ç.

Thanks

Glad you’re fine, Unreal realm is safe again!

I don’t use Git, and installing and learning the system just to commit two words sounds like an overkill =) I think it would be much faster (a minute of your or so), if you edit them yourself.

Thanks for the git pull request contribution!

I will be integrating it soon!

for the initialize you can change the constructor:



FVictoryInput(const FString InActionName, const FKey InKey, const bool bInShift, const bool bInCtrl, const bool bInAlt, const bool bInCmd)
        : Key(InKey)
        , KeyAsString(Key.GetDisplayName().ToString())
        , bShift(bInShift)
        , bCtrl(bInCtrl)
        , bAlt(bInAlt)
        , bCmd(bInCmd)
    { 



to



FVictoryInput(const FString InActionName, const FKey InKey, const bool bInShift, const bool bInCtrl, const bool bInAlt, const bool bInCmd)
        : Key**(In**Key)
        , KeyAsString(InKey.GetDisplayName().ToString())
        , bShift(bInShift)
        , bCtrl(bInCtrl)
        , bAlt(bInAlt)
        , bCmd(bInCmd)
    { 


I am updating git with that right now

:slight_smile:

Hey @!

Nice to hear from you!

I must have only compiled 4.16 in my mind, cause I thought I did that one, I will get that and 4.17 going soon :slight_smile:

EDIT: here is 4.16 full project!
https://wiki.unrealengine.com/File:VictoryEdEngine.zip

I have added comment on github :slight_smile:

Woohoo!

I’ve made your requested fix on Github! I was quite distracted at I read your fix the first , fleeing from the hurricane about 40 min later :slight_smile:

But it’s now!

Commit is here:
/commit/3885a22a0ff7f6f057e71ab7c49309f198ae6c48

Have fun today!

:heart:

I’ve added a new BP node that supports loading unicode text files, but you will have to ParseIntoArray yourself on newline characters (
).

Will get a new build up soon :slight_smile:

Victory Plugin 4.17 Update!

Dear Community,

Here is Victory Plugin 4.17 with many updates and several github contributions/fixes! Please read above post for the backstory on the fixes!


New Node

As per Community request there is a new node now to load a **unicode** text file into UE4!

You can use BP node ParseIntoArray to parse the string on newline characters (
) to get the same effect as my existing node LoadStringArrayFromFile.

![LoadStringUnicodeOrAnsi.jpg|923x438](upload://kkdkqKi6X6JatKfSiSK1dU059aX.jpeg)

Enjoy!



[https://www.mediafire.com/file/8slx6...toryPlugin.zip](https://www.mediafire.com/file/8slx6251tw6gg6w/VictoryPlugin.zip)

Download Links

4.17 Build (win32, win64, editor, dev packaged, and shipping)
http://www.mediafire.com/file/8slx62…toryPlugin.zip

: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/jp...ryPlugin11.zip](http://www.mediafire.com/download/jp91b9atphm2obt/VictoryPlugin11.zip)

**4.12: **[http://www.mediafire.com/download/g4...ryPlugin12.zip](http://www.mediafire.com/download/g441k2815r5b045/VictoryPlugin12.zip)

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

**4.14: ** [http://www.mediafire.com/file/7915cu...ryPlugin14.zip](http://www.mediafire.com/file/7915cuk19c3nbfw/VictoryPlugin14.zip)

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

**4.16: ** [http://www.mediafire.com/file/ieovbd...ryPlugin16.zip](http://www.mediafire.com/file/ieovbd5l9d7yub2/VictoryPlugin16.zip)

Donations can be sent to me via:

:heart:

YAAAAAAAY Thanks!! <3

Just Installed and currently trying to find a good way to load different screenshots for my load game system so each slot has a different screenshot for the image it took at of save…im sure your plugin has some trickery i could mess about with to try and accomplish :fingers_crossed: otherwise maybe you have an idea of how or possible Node request for the future? ;p

Hey ! I’m having an after placing :

[/Script/Engine.Engine]
UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine

Error is it cant find the script, which I dont find. My question is: Why im not having file? Is it supposed to be auto-generated? Or am i missing something?