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

Several questions you can research to help me process faster

  1. Does happen for you in prior engine versions?

  2. Have you tried a really simple asset path like Content/SampleMesh and a different asset like staticmesh?

I’ve never had issues with node so the 2 pts above will help decipher what is going on in your situation faster.

oh and Welcome to the UE4 Forums!

Hee hee!

Great to hear from you @hecto600 !

:heart:

Hey, i have an Question, can u share the Source please ?

Your Plugin is really Awesome, i want to use it with the Ue4 VXGI Branch…but that means i need to recompile it, and thats i can only with the Source !

KS

Source is here: – Thanks.

teak

any idea how to get unixtime from the system and get it as string? I need it for a http parser :confused:

The functions you want are in DateTime.h



/**
     * Returns  date as the number of seconds since the Unix Epoch (January 1st of 1970).
     *
     * @return  of day.
     * @see FromUnixTimestamp
     */
    CORE_API int64 ToUnixTimestamp() const
    {
        return (Ticks - FDateTime(1970, 1, 1).Ticks) / ETimespan::TicksPerSecond;
    }

/**
     * Returns the date from Unix  (seconds from midnight 1970-01-01)
     *
     * @param UnixTime Unix  (seconds from midnight 1970-01-01)
     * @return Gregorian date and .
     * @see ToUnixTimestamp
     */
    static FDateTime FromUnixTimestamp( int64 UnixTime )
    {
        return FDateTime(1970, 1, 1) + FTimespan(UnixTime * ETimespan::TicksPerSecond);
    }


I will add them soon!

:heart:

New Victory Plugin Build is Live ~ Unix Stamps

I’ve added Unix Stamp support to UE4 Blueprints via the Victory Plugin! (only present in 4.17 version of plugin, the latest)


**Download Links**

**4.17 Build (win32, win64, editor, dev packaged, and shipping)**
[http://www.mediafire.com/file/8slx62...toryPlugin.zip](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 **<~~~~~~ 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: **http://www.mediafire.com/download/jp…ryPlugin11.zip

**4.12: **http://www.mediafire.com/download/g4…ryPlugin12.zip

**4.13: **VictoryPlugin13

**4.14: ** http://www.mediafire.com/file/7915cu…ryPlugin14.zip

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

**4.16: ** http://www.mediafire.com/file/ieovbd…ryPlugin16.zip


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

♥

only works in development mode. Is it possible to use in shipping mode?

I can’t change the engine code that makes these nodes not work in a shipping build, if I could I would, but then you’d have to use a custom engine build :slight_smile:

You / We will have to petition Epic to make it so DrawDebugLine works in shipping builds again

up until 4.13

DrawDebugHelpers.h



/**
 *
 */


#pragma once


in 4.14 +



#pragma once

 // Define that controls debug drawing
#define ENABLE_DRAW_DEBUG  !(UE_BUILD_SHIPPING || UE_BUILD_TEST)

#if ENABLE_DRAW_DEBUG


Translation = Epic disabled ability to use DrawDebugLine in a hardcoded way with no cvar / config.ini option to include anyway (as far as I know), in a shipping build.

So either use Pre 4.14 or use a custom engine build, or use MeshBuilder to make your own debug lines (requires C++)

Here’s a demo of me using UE4’s MeshBuilder to draw a Torus Knot from equations:

https://forums.unrealengine.com/deve…-knots-for-fun

=Sh19_Py5ff4

:heart:

PS:: having written that, and if there’s enough public request for it, I could try and make less performant draw debug line using my above code that would work in packaged game. If enough people respond that they find it essential I could work on it.

Thank you very much for your answer. I think drawing simple shapes : line , circle(perhaps a sector) , the rectangle will be useful and convenient. I use to display the navigation lines, some interface elements. Not always convenient to use on Spline or widgets to display such simple things. However, method has the drawback that when rotating in three-dimensional space - these lines are not visible ((.

Hi, Thank you for reply.

  1. Does happen for you in prior engine versions?
    I try UE4.16 and VictoryPlugin for 4.16, it also crash the editor.

  2. Have you tried a really simple asset path like Content/SampleMesh and a different asset like staticmesh?
    I try load staticmesh with right path, it load success, but when I add one more “/” like “//”, ex:StaticMesh’/Game/MitContent/Mesh//SM_Stage_FloorDisk.SM_Stage_FloorDisk’ ,UE4 editor will crash.

Because we use append to assembly path, and forget to check variable is null, so result path with double slashes.

I think if name containing double slashes, then UE4 editor will crash.

Sorry to keep bothering you with hehe. But maybe you just forgot releasing 4.17 so just to remind you. I keep playing with 4.16 version while waiting for 4.17 to fully update my project.

Regards.

Info About Victory Plugin for 4.18

Dear Community,

I have a big demo for my game tomorrow so I can’t do 4.18 upgrade today/tomorrow.

If anyone in community would like to do the upgrade and post to github then I would be most appreciative.

:heart:

There a lot of changes in 4.18 seems like the plugin needs a far amount of fixes.

@ any ETA on an update I’ve tried fixing the errors my self but without knowing what they have changes make it hard to fix plus i couldn’t find any info on it ether. thanks

I think from reading above, its only a couple of days…

teak

Hi , thank you for your work in amazing plugin! I have been attempting to use the “Load Texture 2D from File” and “Load Texture 2D from DDS File” blueprint nodes, which I believe are credited to ! so thanks for everyone’s contributions. So far I have been able to get the Load Texture 2D from File to successfully load at runtime, however the DDS file does not seem to want to load. I was wondering if there is anything I am missing in my blueprint, or has anyone managed to get the dds to load?

Also, my end goal is to load a dds as a cubemap to be read by a stereo material. Currently the DDS file is converted into texture 2D. Is there any way to load the DDS as a cubemap? I have a fairly basic knowledge of C++ but I am willing to hear any advice/ideas. thanks! :slight_smile:

Attached is a screenshot of the blueprints I’m working with, the bottom one is working successfully however I would like to get the top one to work if possible.

Waiting for to work in 4.18. I hope gets some to fix it soon, because it seems like no one else has figured it out yet…

I looked at it very briefly and realized it needed more … I’m working on my plugin for 4.18 (and adding functionality)… I think a lot of folks who contribute to’s plugin are doing the same…

teak

Hi Mewbits heres a 4.18 version of plugin but some code has been commented out as i had no idea how to fix, its mainly VR functions and the Destroy Destructible Chunk function, apart from that everything will work as normal.

@

When you get feel free to just fix what i have commented out DISABLED in the VictoryBPFunctionLibrary.h.

Here is a temp 4.18 version
https://cp.sync.com/dl/08641f3d0#pch…zkdue-jdxec2f9

Thank you for helping out! I should have fully functional BP library shortly. :slight_smile:

I will have 4.18 up shortly, I just got back from my travelling :slight_smile:

:heart:




[quote="ljennings42"]

Hi, thank you for  your work in  amazing plugin! I have been attempting to use the "Load Texture 2D from File" and "Load Texture 2D from DDS File" blueprint nodes, which I believe are credited to ! so thanks for everyone's contributions. So far I have been able to get the Load Texture 2D from File to successfully load at runtime, however the DDS file does not seem to want to load. I was wondering if there is anything I am missing in my blueprint, or has anyone managed to get the dds to load?

Also, my end goal is to load a dds as a cubemap to be read by a stereo material. Currently the DDS file is converted into texture 2D. Is there any way to load the DDS as a cubemap? I have a fairly basic knowledge of C++ but I am willing to hear any advice/ideas. thanks! :)

Attached is a screenshot of the blueprints I'm working with, the bottom one is working successfully however I would like to get the top one to work if possible.



[/QUOTE]


Welcome to the UE4 forums!!!

I don't know about loading direct into cubemap, hopefully someone in  thread knows how to do what you want and can answer :)

DDS is not supported by Epic's imagewrapper as far as I know, does it have to be DDS? You could pre-convert it via online tool?