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

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:

I have suggestion for , but I don’t know, maybe it is unrealistic. About chunks of destructibles. Can we maybe get a to add particle to chunks after separation? You know - smoke, sparks, flames? I was searching around, and not finding such possibility (maybe bad at search?). Who could please comment on ? Thank you.

I’m having trouble getting the latest plugin running on 4.17. It keep complaining about it’s not build for version so I’ve set back the engine version number (apparently it is for 4.17). But now it’s complaining about the dependency APEX Destruction Plugin. Any ideas?

Anyone else able to get “Victory Load Texture 2D from File” or the Joy equivalent working for Android? My path valid check always returns False. I’m unsure how the pass the path for properly. I tried both Victory Root Path and LE File Manager plugin paths as inputs but they don’t work. The path from those nodes themselves seem to be returned correctly when i print screen them. I have a feeling for there needs to be something appended to get it to work correctly?

Many thanks in advance for any help!

Does anyone have a version of the VictoryED engine running for 4.18?
I tried to compile it from source files to work with 4.18, but it seems a lot of changes has been made with how UE handles plugins so I keep running into some issues that are pretty unsolvable for a newbie like me :frowning:

What do you mean by VictoryED engine? Is that the same as the Victory Plugin which has a 4.18 compiled version here: https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/4014-39--s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required?p=1377288#post1377288

Hello. I have a bit of a problem running the Victory plugin on my Mac. I have a project going on a Windows machine and I wanted to build it for Macintosh. So I installed UE4 on my Mac and copied my project to there. Now when I open my project in the editor it gives me an error(s) in MessageLog saying: “Can’t find file for asset. /Script/VictoryBPLibrary” and some more errors from places in my blueprints where I use nodes from the plugin. The plugin itself seems to be enabled.

Post Edit
Ok, so I managed to solve my problem and use the Victory Plugin on my Mac. Guy named has helped me a lot! Here are the steps I’ve to make the plugin work.

For everyone who needs to compile plugins on a Mac you need:

  1. Mac with UE installed.
  2. Blank C++ project.
  3. Create a folder named “plugins” inside your project.
  4. Inside “plugins” folder create your actual plugin folder with Source and uplugin files.
  5. Delete Intermediate and Build folder from your plugin.
  6. Inside your .uplugin file add “OSX” to the whitelist.
  7. Generate XCode files by right clicking your uproject file.
  8. Double click the uproject file to open UE4.
  9. Compile.

After that you should have Binaries folder inside your plugin.

If after that UE4 can see the plugin enabled, but can’t use any of its functions, try adding your plugin as a module to game.build.cs inside your project source folder.

Hope it would be helpful!

Does the “Victory Load 2D Texture from File” still work in 4.18?

Hello , can you please give me some help and answer a few questions i have?
First of , you said there’s no C++ required to install or use plugin, however we do have to open it in Visual Studio and build it, and also we need a C++ project to work with it, i cannot do any of these, is there any way to make it work in a standard Blueprint project?
Also, the video explaining how to install is not very clear to me, could you please explain in more detail the steps required to make it work?

Thanks! Your plugin is awesome and very very useful!

4.18.3 Recently i went into plugins tab to’s plugin and clicked Package and after several minutes of progress without error i was slapped with .


UATHelper: Package Plugin Task (Windows): Running AutomationTool...
LogSlate: Took 0.000504 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/DroidSansMono.ttf' (77K)
UATHelper: Package Plugin Task (Windows): C:\Program Files (x86)\MSBuild\14.0\bin\Microsoft.Common.CurrentVersion.targets(1611,5): warning : The referenced project '..\IOS\MobileDeviceInterface\MobileDeviceInterface.csproj' does not exist. [C:\Program Files\Epic Games\UE_4.18\Engine\Source\Programs\AutomationTool\AutomationTool.csproj]
UATHelper: Package Plugin Task (Windows): Parsing command line: BuildPlugin -Plugin="C:/UNREAL PROJECTS/GameTitle418/Plugins/VictoryPlugin/VictoryBPLibrary.uplugin" -Package=C:/Users/DWGS/Desktop/RamaPluginPackaged/VictoryBPLibrary -CreateSubFolder -compile
UATHelper: Package Plugin Task (Windows): Compiling scripts.
UATHelper: Package Plugin Task (Windows):     DotNETUtilities -> C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\DotNETUtilities.dll
UATHelper: Package Plugin Task (Windows):     UnrealBuildTool -> C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe
UATHelper: Package Plugin Task (Windows):     AutomationUtils.Automation -> C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\AutomationUtils.Automation.dll
UATHelper: Package Plugin Task (Windows):     AllDesktop.Automation -> C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\AutomationScripts\AllDesktop\AllDesktop.Automation.dll
UATHelper: Package Plugin Task (Windows):     Localization.Automation -> C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\AutomationScripts\Localization.Automation.dll
UATHelper: Package Plugin Task (Windows):     OneSkyLocalization.Automation -> C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\AutomationScripts\OneSkyLocalization.Automation.dll
UATHelper: Package Plugin Task (Windows):     AutomationScripts.Automation -> C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
UATHelper: Package Plugin Task (Windows):     Android.Automation -> C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
UATHelper: Package Plugin Task (Windows):     BuildGraph.Automation -> C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\AutomationScripts\BuildGraph.Automation.dll
UATHelper: Package Plugin Task (Windows):     HTML5.Automation -> C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
UATHelper: Package Plugin Task (Windows):   C:\Program Files (x86)\MSBuild\14.0\bin\Microsoft.Common.CurrentVersion.targets(1611,5): warning : The referenced project '..\..\IOS\MobileDeviceInterface\MobileDeviceInterface.csproj' does not exist. [C:\Program Files\Epic Games\UE_4.18\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj]
UATHelper: Package Plugin Task (Windows):     IOS.Automation -> C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
UATHelper: Package Plugin Task (Windows):     Linux.Automation -> C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
UATHelper: Package Plugin Task (Windows):     Mac.Automation -> C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll
UATHelper: Package Plugin Task (Windows):     TVOS.Automation -> C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\AutomationScripts\TVOS\TVOS.Automation.dll
UATHelper: Package Plugin Task (Windows):     Win.Automation -> C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
UATHelper: Package Plugin Task (Windows):     XLocLocalization.Automation -> C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\AutomationScripts\XLocLocalization.Automation.dll
UATHelper: Package Plugin Task (Windows): Took 5.578319s to run MSBuild.exe, ExitCode=0
UATHelper: Package Plugin Task (Windows): Copying 75 file(s) using  64 thread(s)
UATHelper: Package Plugin Task (Windows): Reading plugin from C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\VictoryBPLibrary.uplugin...
UATHelper: Package Plugin Task (Windows): Building plugin for host platforms: Win64
UATHelper: Package Plugin Task (Windows): Running: C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Editor Win64 Development -project="C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\HostProject.uproject" -iwyu -module VictoryBPLibrary -receipt C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\Ho
stProject\Plugins\VictoryBPLibrary\Binaries\Win64\UE4Editor.target -NoHotReload
UATHelper: Package Plugin Task (Windows):   Performing full C++ include scan (building a new target)
UATHelper: Package Plugin Task (Windows):   Creating makefile for UE4Editor (no existing makefile)
UATHelper: Package Plugin Task (Windows):   While compiling C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Intermediate\Build\BuildRules\HostProjectModuleRules.dll:
UATHelper: Package Plugin Task (Windows):   WARNING: c:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs(7,9) : warning CS0618: 'UnrealBuildTool.ModuleRules.ModuleRules()' is obsolete: 'Please change your module constructor to take a ReadOnlyTargetRules parameter, an
d pass it to the base class constructor (eg. "MyModuleRules(ReadOnlyTargetRules Target) : base(Target)").'
UATHelper: Package Plugin Task (Windows):   WARNING: C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs: warning: Module constructors should take a ReadOnlyTargetRules argument (rather than a TargetInfo argument) and pass it to the base class constructor from 4.15 o
nwards. Please update the method signature.
UATHelper: Package Plugin Task (Windows):   Parsing headers for UE4Editor
UATHelper: Package Plugin Task (Windows):     Running UnrealHeaderTool "C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\HostProject.uproject" "C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase
 error" -Unattended -WarningsAsErrors -installed
UATHelper: Package Plugin Task (Windows):   Reflection code generated for UE4Editor in 39.4753743 seconds
UATHelper: Package Plugin Task (Windows):   Performing 8 actions (4 in parallel)
UATHelper: Package Plugin Task (Windows):   [3/8] Resource PCLaunch.rc
UATHelper: Package Plugin Task (Windows):   [2/8] Resource ModuleVersionResource.rc.inl
UATHelper: Package Plugin Task (Windows):   SharedPCH.Engine.cpp
UATHelper: Package Plugin Task (Windows):   Module.VictoryBPLibrary.cpp
UATHelper: Package Plugin Task (Windows):   Module.VictoryBPLibrary.gen.2_of_2.cpp
UATHelper: Package Plugin Task (Windows):   Module.VictoryBPLibrary.gen.1_of_2.cpp
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Source\VictoryBPLibrary\Public/VictoryISM.h(20): error C2143: syntax error: missing ';' before '*'
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Source\VictoryBPLibrary\Public/VictoryISM.h(20): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Source\VictoryBPLibrary\Public/VictoryISM.h(20): error C2238: unexpected token(s) preceding ';'
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Intermediate\Build\Win64\UE4Editor\Inc\VictoryBPLibrary\VictoryISM.gen.cpp(53): error C2039: 'Mesh': is not a member of 'AVictoryISM'
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Source\VictoryBPLibrary\Public/VictoryISM.h(12): note: see declaration of 'AVictoryISM'
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Intermediate\Build\Win64\UE4Editor\Inc\VictoryBPLibrary\VictoryISM.gen.cpp(53): error C2440: 'initializing': cannot convert from 'UClass *(__cdecl *)(void)' to 'int32'
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Intermediate\Build\Win64\UE4Editor\Inc\VictoryBPLibrary\VictoryISM.gen.cpp(53): note: There is no context in which  conversion is possible
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Intermediate\Build\Win64\UE4Editor\Inc\VictoryBPLibrary\VictoryISM.gen.cpp(53): error C2440: 'initializing': cannot convert from 'const UE4CodeGen_Private::FMetaDataPairParam [4]' to 'UClass *(__cdecl *)(void)'
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Intermediate\Build\Win64\UE4Editor\Inc\VictoryBPLibrary\VictoryISM.gen.cpp(53): note: There is no context in which  conversion is possible
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Intermediate\Build\Win64\UE4Editor\Inc\VictoryBPLibrary\VictoryISM.gen.cpp(53): error C2440: 'initializing': cannot convert from 'unsigned __int64' to 'const UE4CodeGen_Private::FMetaDataPairParam *'
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Intermediate\Build\Win64\UE4Editor\Inc\VictoryBPLibrary\VictoryISM.gen.cpp(53): note: Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or function-style cast
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Source\VictoryBPLibrary\Private\TKMathFunctionLibrary.cpp(299): warning C4996: 'UEngine::GetWorldFromContextObject': GetWorldFromContextObject() and GetWorldFromContextObject(, boolean) are replaced by GetWorl
dFromContextObject(, Enum) or GetWorldFromContextObjectChecked() Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
UATHelper: Package Plugin Task (Windows):   C:\Program Files\Epic Games\UE_4.18\Engine\Source\Runtime\Engine\Classes\Engine/Engine.h(2250): note: see declaration of 'UEngine::GetWorldFromContextObject'
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Source\VictoryBPLibrary\Public/VictoryBPFunctionLibrary.h(381): error C2039: 'bHDR': is not a member of 'UTextureRenderTarget2D'
UATHelper: Package Plugin Task (Windows):   c:\users\dwgs\desktop\ramapluginpackaged\victorybplibrary\hostproject\plugins\victorybplibrary\intermediate\build\win64\ue4editor\inc\victorybplibrary\VictoryBPFunctionLibrary.generated.h(50): note: see declaration of 'UTextureRenderTarget2D'
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Source\VictoryBPLibrary\Public\VictoryBPFunctionLibrary.h(381): error C2039: 'bHDR': is not a member of 'UTextureRenderTarget2D'
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Intermediate\Build\Win64\UE4Editor\Inc\VictoryBPLibrary\VictoryBPFunctionLibrary.generated.h(50): note: see declaration of 'UTextureRenderTarget2D'
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Source\VictoryBPLibrary\Public\VictoryBPFunctionLibrary.h(867): warning C4996: 'FBox::FBox': Use ForceInit constructor instead. Please update your code to the new API before upgrading to the next release, otherwise your p
roject will no longer compile.C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Source\VictoryBPLibrary\Public/VictoryBPFunctionLibrary.h(867): warning C4996: 'FBox::FBox': Use ForceInit constructor instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no
 longer compile.
UATHelper: Package Plugin Task (Windows):   
UATHelper: Package Plugin Task (Windows):   c:\program files\epic games\ue_4.18\engine\source\runtime\core\public\Math/Box.h(37): note: see declaration of 'FBox::FBox'
UATHelper: Package Plugin Task (Windows):   c:\program files\epic games\ue_4.18\engine\source\runtime\core\public\Math/Box.h(37): note: see declaration of 'FBox::FBox'
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Source\VictoryBPLibrary\Public\VictoryBPFunctionLibrary.h(894): warning C4996: 'UEngine::GetWorldFromContextObject': GetWorldFromContextObject() and GetWorldFromContextObject(, boolean) are replaced by GetWorl
dFromContextObject(, Enum) or GetWorldFromContextObjectChecked() Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
UATHelper: Package Plugin Task (Windows):   C:\Program Files\Epic Games\UE_4.18\Engine\Source\Runtime\Engine\Classes\Engine/Engine.h(2250): note: see declaration of 'UEngine::GetWorldFromContextObject'
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Source\VictoryBPLibrary\Public/VictoryBPFunctionLibrary.h(894): warning C4996: 'UEngine::GetWorldFromContextObject': GetWorldFromContextObject() and GetWorldFromContextObject(, boolean) are replaced by GetWorl
dFromContextObject(, Enum) or GetWorldFromContextObjectChecked() Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
UATHelper: Package Plugin Task (Windows):   C:\Program Files\Epic Games\UE_4.18\Engine\Source\Runtime\Engine\Classes\Engine/Engine.h(2250): note: see declaration of 'UEngine::GetWorldFromContextObject'
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Intermediate\Build\Win64\UE4Editor\Inc\VictoryBPLibrary\VictoryBPFunctionLibrary.gen.cpp(257): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Intermediate\Build\Win64\UE4Editor\Inc\VictoryBPLibrary\VictoryBPFunctionLibrary.gen.cpp(257): error C2146: syntax error: missing ';' before identifier 'UClass'
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Intermediate\Build\Win64\UE4Editor\Inc\VictoryBPLibrary\VictoryBPFunctionLibrary.gen.cpp(8010): error C2065: 'Z_Construct_UClass_UDestructibleComponent_NoRegister': undeclared identifier
UATHelper: Package Plugin Task (Windows):   C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Source\VictoryBPLibrary\Private\VictoryBPFunctionLibrary.cpp(39): fatal error C1083: Cannot open include file: 'Runtime/ImageWrapper/Public/Interfaces/IImageWrapper.h': No such file or directory
UATHelper: Package Plugin Task (Windows):   ERROR: UBT ERROR: Failed to produce item: C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-VictoryBPLibrary.suppressed.exp
UATHelper: Package Plugin Task (Windows):   Total build : 335.60 seconds (Local executor: 0.00 seconds)
UATHelper: Package Plugin Task (Windows): Took 337.9423292s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Package Plugin Task (Windows): ERROR: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Editor Win64 Development -project="C:\Users\DWGS\Desktop\RamaPluginPackaged\VictoryBPLibrary\HostProject\HostProject.uproject" -iwyu -module VictoryBPLibrary -receipt C:\Users\DWGS\Desktop\RamaPluginPac
kaged\VictoryBPLibrary\HostProject\Plugins\VictoryBPLibrary\Binaries\Win64\UE4Editor.target -NoHotReload. See logfile for details: 'UnrealBuildTool-2018.02.03-16.52.22.txt'
UATHelper: Package Plugin Task (Windows):        (see C:\Program Files\Epic Games\UE_4.18\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
UATHelper: Package Plugin Task (Windows): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Package Plugin Task (Windows): BUILD FAILED

is not related to the errors log i posted above. I have also had a very hard getting plugin to package with my project, every i have trouble with plugin it is a coding error of some sort from fresh downloaded files.
I am also aware of engine changes regarding plugins from 4.15.x - 4.18.3. has a lot to do with it.
However despite the condescending ease of use and correctly functioning library of nodes, it does not serve any purpose than to block me from packaging a development build of my project.

The information about Current Engine(4.17 ,4.18, 4.19 (2017-2018)) installation guides and packaging needs to be completely rewritten and re-posted here at the beginning of the thread with a date on it the last the instructions were correct, the information to be found is too far scattered across the forum and information needed is unclear.
I am not disgracing the plugin, as we know the work puts in is legendary, but information format is failing with and the needs to be addressed.
I myself would like to continue to use the plugin but i honestly would be wasting my without updated instructions, regarding the fact that i cant package my work for simple debugging/profiling with it in use.

I will provide accurate information about my specific current at a later once of have run some tests and completely exhausted my faults with documented results and possible repro steps.
Sorry to sound so harsh but your attention is needed and would be greatly appreciated.

Hi,
The “Sort” node don’t work on Android. My VariableName is an int.
No error message, good packaging, don’t understand why, work on windows package :frowning:
Someone can test please ?
Ty,

cannot package:



UATHelper: Packaging (Windows (64-bit)):   C:\UNREAL PROJECTS\DOI418\Plugins\VictoryPlugin\Source\VictoryBPLibrary\Public/VictoryISM.h(20): error C2143: syntax error: missing ';' before '*'

UATHelper: Packaging (Windows (64-bit)):   C:\UNREAL PROJECTS\DOI418\Plugins\VictoryPlugin\Intermediate\Build\Win64\UE4\Inc\VictoryBPLibrary\VictoryBPFunctionLibrary.gen.cpp(258): error C2146: syntax error: missing ';' before identifier 'UClass'

UATHelper: Packaging (Windows (64-bit)):   ERROR: UBT ERROR: Failed to produce item: C:\UNREAL PROJECTS\DOI418\Plugins\VictoryPlugin\Binaries\Win64\UE4-VictoryBPLibrary.lib

Hey!

I’m doing a project with Unreal 4.17 and I’ve downloaded and added the plugin version 4.17 and it’s not working. Appears a message saying that " project requires the ‘VictoryBPLibrary’ plugin, which is not compatible with the current engine version". Why happens? It’s just download the plugin and add it to Unreal 4.17 plugin folder right?

Thanks for your .

Dear Community,

Hi Everyone!

It is lovely to hear from you :slight_smile:

I would appreciate help in addressing everyone’s questions because I am currently very busy with the game I am making and pushing toward a public debut soon.




[quote="Mr-Manly, post:2199, topic:3448"]

Does anyone have a version of the VictoryED engine running for 4.18?
I tried to compile it from source files to work with 4.18, but it seems a lot of changes has been made with how UE handles plugins so I keep running into some issues that are pretty unsolvable for a newbie like me :(
[/QUOTE]



​​​​​​


[quote="h3dvr, post:2194, topic:3448"]

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!


[/QUOTE]


The Instanced Static Mesh editor is a different plugin that I've not yet updated to 4.18 :)