Victory Plugin is now up to date with 4.18! Sorry for delay, I was travelling
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)
â„ Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you â„
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).
Can we see what your base material looks like? I have a feeling that the âHotLoad_Texture2Dâ is a texture sampler and not a cubemap sampler. Iâm compiling 's updates into my engine so I canât 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
after that. Doesnât 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 youâd like.
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 doesnât seem to work. Is the variable name the same that is shown when breaking the struct or am I missing something?
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 isnât supported by unreal?
Hey Cameron, Iâm 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?
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.
Iâm 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 âLinuxâ in the âWhitelistPlatformsâ.
My particular application is to scan a folder for Blueprints, which contains the âequipmentâ 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;
}
I was doing some debugging and found it frustrating to miss some single frame events on the screen, so I modified the code so I could append to a file and store events and just search for the relevant one later. Thereâs a PR for .
Also, any ideas on how to record (and save) a video of the scene from a specific camera (not necessarily the userâs viewpoint camera)?
Iâm currently thinking of taking screenshots and using OpenCV to create a video since using the shot command is just too slow. I need the videos to be full resolution, something like a âSave Action Replayâ but without the hassle of tracking actorsâ details.
With a C++ project you can still use plugin like with any other project. You can compile the code with your project if you want (from here: ) or you can just grab the binaries and throw them in the <project name>/Plugins directory. Or the Engine/Plugins directory for the engine itself. Since I do multiple projects and want to have a common plugin, I throw it in Engine\Plugins\Runtime\VictoryPlugin.