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

That line is only necessary if you’re using the Vertex Snap Editor plugin. So if what you’re using is just Victory plugin then you don’t have to add anything to that file.

Hello,

I am trying 4.17 version. But "Joy File Io Get Files’ does not work in version.

Please advice about .

Thank you for the report! And thanks to git comment by community member (github name) campmdabt.

I have fixed the in commit, and will be fixed in next release of the plugin

/issues/34

:heart:

Hi ,
I use your plugin on 4.17, and the node “Capture Component 2D Save Image” returns always false. “Capture 2D Save Image” works fine but in my setup I use a component, so…
Thanks for your job !

EDIT : In my setup the capture component is on my controller. The function “save image” can’t be used directly from the pawn and has to be called as a custom event on the controller. So it works.

BTW is there a way to record an image sequence (1save each frame or to set up the frequency) way ? Or saving a video ?

Good job man, is awesome!!

Hi,

Thank you for made plugin.

I am use UE4.17 and VictoryPlugin for 4.17.
I find a crash bug when use “Load from Asset Path” , and the path is give wrong like SoundCue’/Game/MitContent/Songs//SoundCue.SoundCue’ ,then Editor will crash.
Maybe it a UE4 Bug?
Will add check the file is exist or not ?

[2017.10.11-03.23.15:497][952]LogBlueprintUserMessages: [SongManager_194] SongFile: SoundCue’/Game/MitContent/Songs//SoundCue.SoundCue’
[2017.10.11-03.23.15:497][952]LogLinker: Warning: Can’t find file ‘/Game/MitContent/Songs//SoundCue’

Fatal error: [File:D:\Build++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject.cpp] [Line: 601] Attempted to create a package with name containing double slashes. PackageName: /Game/MitContent/Songs//SoundCue

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_CoreUObject!CreatePackage() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject.cpp:604]
UE4Editor_CoreUObject!ResolveName() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject.cpp:785]
UE4Editor_CoreUObject!StaticLoadObjectInternal() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject.cpp:869]
UE4Editor_CoreUObject!StaticLoadObject() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject.cpp:936]
UE4Editor_VictoryBPLibrary!UVictoryBPFunctionLibrary::LoadObjectFromAssetPath() [c:\work\project007\plugins\victoryplugin 4.17\source\victorybplibrary\private\victorybpfunctionlibrary.cpp:1714]
UE4Editor_VictoryBPLibrary!UVictoryBPFunctionLibrary::execLoadObjectFromAssetPath() [c:\work\project007\plugins\victoryplugin 4.17\source\victorybplibrary\public\victorybpfunctionlibrary.h:227]

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