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

where I can download plugin for versione 4.18?

You can download from github: and compile into your C++ project.

teak

[FONT=comic sans ms]Happy Holidays everyone!!!

:slight_smile:

[FONT=comic sans ms]:heart:

Thanks to Author for his giant work! I am very new in UE4, just from november, learning, accumulating stuff and experiences, etc, etc. Question please, is there some reference web page, or/and pdf/html brochure to print maybe, with the stuff plugin (and other Author’s plugins!) is capable of? Thank You. :wink:
Happy New Year !!! :slight_smile:

That I know of there is not a single place that has of the BP nodes… You can scroll through 142 pages of thread and find them, but… I was thinking about doing something like a Wiki page and then I realized how much that would take so I pooh poohed the idea. If we had a team of folks, I would be willing to be part of a documentation team though… Anyone interested? I’ve got a JIRA / Confluence server we could use or even just the Wiki here…???

teak

Oh, boy… Well thanks for quick answer anyway! :slight_smile: Okay, if I myself go thru 142 pages, I will have screenshots of things included? Or even that won’t be complete… ? :wink:

should have screen shots for most of the nodes, yeah… And, he also puts what the node will do… And, you gotta love his fantastic drawing. <smiles>…

teak

Hello again. Happy New Year everybody!
Consider something like an ā€œAnnouncementā€ :wink:
I started to capture thread parts where 's screenshots about nodes are, along with descriptions around those screenshots. Where needed, I make two or more screenshots. I am giving more or less filenames to those screens that makes sense, for example ā€œVictory_GenericArraySort.pngā€, ā€œVictory_PlusMinusEquals.pngā€. When I finish … err… photosession, I will put them somewhere, in viewable form or just achive, don’t know yet. I have 2 questions for now, please:

  1. isn’t the same already for someone?
  2. if it is not before - will it be useful to anyone, besides me?
    Special Thanks to , and thanks to supportive community around here! :slight_smile:

, is there anyway possible to save out jpeg?
png is a heavy format, and i would rather have my screenshots as jpeg. Its about many thousand pictures.
edit:
using console commands to take pictures in bp

Heck yeah it will be useful… I just posted something above about the need for documentation…! And no, I do not believe anyone has …

teak

Dear @teak421 and everyone,

yes I agree docs would be handy but oh my would that take a while at point :slight_smile:


4.18

 is a reminder that the plugin is up to date with UE 4.18:

https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/4014-39--s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/page139

We downloaded the latest version for 4.18, the game previously had no problems with compiling for windows. It now, however gets an error when building for windows 64 bit.
It gets the following error in the build output log before failing with an unknown error:

error CS0101: The namespace ā€˜<global namespace>’ already contains a definition for ā€˜VictoryBPLibrary’

Does anyone know how to fix error when trying to package our game with the new victory plugin?

@Mewbits
We had the Victory Plugin always in the projects plugin folder until 4.18. Now we have to store it in the engines plugins folder to run it.

I have it in both places. The engine/plugin/runtime folder for 4.18 and the project plugins folder

Maybe that is why you get a conflict that the namespace is taken already? Loading the same 2 times is never a good idea. Dunno if have worked before though if you always had the plugin in 2 places?
I wouldn’t do that though in a project just for sane reasons.

I’m sorry to bother anyone, but, I’ve got a really basic setup just to test the screenshot blueprints present in the 's plugin, but whenever I check my folder directory the screenshots are not being printed at . Is there anything in the blueprint that I’ve made that is wrong?

I had it just in the project before and it said there was a namespace conflict. I will try it just in the engine version. However, since it seems I will not be able to package my game for with plugin (my ultimate goal), I’ll just have to make a date and stamp using my own c++ code instead. Though I’ve been attempting to package with windows, I eventually want game to run on mobile as well.

and forum community
Thank you for your documentations and explanations; they see very thorough.

We have a project that has over 2K in it in which I have selected the objects and chose to use one static mesh. But as you know, that means I still have 2K+ actors in my scene.

I downloaded the bplibrary plugin of Victory for v4.18 and UE4 runs fine. However I don’t see how to use the instance static mesh plugin. Do I need the VPEditor to do action? If so it seems the latest build is for 4.16 so I can not use it in v4.18.

Any help is much appreciated!

So I’ve got a really basic setup just to test the screenshot blueprints present in the 's plugin, but whenever I check my folder directory the screenshots are not being printed at .

Any ideas to where I’m going wrong would be really appreciated.

Hmm, had a few people have issues with node.
I made the original node several years back - it may simply need to be updated to work with the latest builds of UE4 :expressionless: