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

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?

Victory Plugin 4.18 is Live!

Dear Community,

Victory Plugin is now up to date with 4.18! Sorry for delay, I was travelling :slight_smile:

And I want to give special thanks to community member @Stormwind, he did most of the 4.18 update! Thanks Stormwind!

Special thanks to @ for posting a link as well!

Victory!!!


**Download Links**

**4.18 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: ** VictoryPlugin15

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

4.17: https://www.mediafire.com/file/ocm8o…ryPlugin17.zip


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

♥

Can we see what your base material looks like? I have a feeling that the “HotLoad_Texture2D” is a texture sampler and not a cubemap sampler. I’m compiling 's updates into my engine so I can’t get into it to show you what I mean yet.

PS @, I spent most of the day updating the plugin to 4.18 but finished about an hour after Stormwind posted his commit. I had almost exactly the same changes, so it looks like a robust update to 4.18.

For the new 4.18 build, only 2 issues: A double include in VictoryBPFunctionLibrary.cpp since Stormwind and I both used


#include "HAL/PlatformApplicationMisc.h"

and you added


#include "Runtime/ApplicationCore/Public/HAL/PlatformApplcationMisc.h"

after that. Doesn’t matter because of the #pragma once, but it is a duplicate. 2nd is a missing update of IImageWrapperPtr to the TSharedPtr<IImageWrapper> on 4606. I can post a pull request if you’d like.

Thanks for the update.

I am trying to use the generic sort node to sort a custom struct array. The node has an input for the variable name of the struct but it doesn’t seem to work. Is the variable name the same that is shown when breaking the struct or am I missing something?

Thank you to everyone who helped make the new plugin version available!! You are awesome! :smiley:

Hi , thank you for your reply! I am trying to hotload cubemaps as skyboxes for Gear VR, so I need UVs to map the image to the mesh. From what I know about dds. is that it retains UV coordinates for mapping to a cube. I believe another way to make a skybox without a dds cubemap is to have a UV coordinates stored in the cube mesh in the level. But maybe there is a better way of going about ?

Additionally, I am just trying to use the dds blueprint node correctly. Am I understanding right that the dds format is converted since it isn’t supported by unreal?

Hey Cameron, I’m trying to load the image into a stereoscopic material for Gear VR. The parameter is needs to be a Texture2D in order to accept the output of the dds load node right?

Thanks!
-Leah

The bind variables in any blueprint classes.

It is very convenient to use.
I always use variables of the GameMode and Gameinstance(Custom). In UMG access to them is perfectly. Is it possible to do the same for any blueprint classes? Would be wonderful if it were possible to make the binding two-way. When you how to get the value of the GameInstance to bind a variable in a GameInstance to the local. Know and use castto game instance, but if it was implemented as in UMG, it would be much more convenient.

Dear [USER=“277851”]Cameron Abt[/USER] ,

Oooh thank you for doing the update on your end as well! We’ll see who does the 4.19 update first!! :slight_smile: :slight_smile:

Thanks for the note about line 4606, I will update github with that pretty soon (and for others) the fix will be in the next release of Victory BP :slight_smile:

:heart:

URGENT PACKAGE ERROR WITH VICTORY PLUGIN!!!

Hi there!
I’m using UE 4.17, VR Template.
works fine, but as soon as i insert the plugin Victory i cannot package my project, and i find error:

UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: D:\Desktop\bianco\MyProject\Binaries\Win64\MyProject.exe

UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.17\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject Win64 Development -Project=D:\Desktop\bianco\MyProject\MyProject.uproject D:\Desktop\bi
anco\MyProject\MyProject.uproject -NoUBTMakefiles -remoteini=“D:\Desktop\bianco\MyProject” -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: ‘UnrealBuildTool-2017.11.09-14.15.25.txt’

PackagingResults: Error: Unknown Error

Someone can help please?
Thanks a lot!

You probably grabbed the 4.18 version of the plugin by mistake. Make sure you’re using the version compiled for 4.17.

Using plugin on Linux:

I’m using UE4.18 on Linux. I cloned the repo to Engine/Plugins/Runtime, and rebuilt the engine.
Apart from that, I also modified VictoryBPLibrary.uplugin to include “Linux” in the “WhitelistPlatforms”.

Also did a PR

Created a PR for :

My particular application is to scan a folder for Blueprints, which contains the “equipment” that can be added during customization in-game.

prevents me from creating a lookup table, or manually adding in what I hope to be hundreds of parts.

Code:
Header :



/**
* Get UClass from assets found with AssetManager (Purple Class node)
* Use  to get Assets by Path, Class Type ect.
* Use GET ASSET REGISTRY node -> GET ASSETS node -> as your input to 
* Using correct class checking and casting,  can be used for spawning actors, getting class defaults, using textures, sounds ect.
* COOKED BUILDS: : Make sure your assets/folders are manually added to cooked build if they are not used directly in Editor.
* On-the-fly asset list creation or add DLC content, no lookup tables!
*/

UFUNCTION(BlueprintCallable, Category = "Victory BP Library|Misc")
static TArray<UClass*> GetClassFromAssetData(UPARAM(ref) TArray<FAssetData>& InAssetData);


Cpp



// Get UClass from asset in AssetRegistry
TArray<UClass*> UVictoryBPFunctionLibrary::GetClassFromAssetData(TArray<FAssetData>& InAssetData)
{
    TArray<UClass*> ClassArrayOut;
    ClassArrayOut.Empty();
    // Iterate over retrieved blueprint assets
    for (FAssetData asset : InAssetData)
    {
        FString ObjPath = asset.ObjectPath.ToString().Append("_C");
        UE_LOG(LogTemp, Warning, TEXT(" path is : %s"), *ObjPath);
        UE_LOG(LogTemp, Warning, TEXT("Trying to return BPClass!"));

        //Get UClass
        ClassArrayOut.Add(StaticLoadClass(UObject::StaticClass(), NULL, *ObjPath, NULL, LOAD_None, NULL));
    }

    return ClassArrayOut;

}


Examples: