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

In regard to the Load Texture 2d From File node…

If I want my images to be stored in a player-accessible folder, where should I store these and how would I get the path?
After poking around some more, I’m having the same with the Load String Array From File node, I have a list of names in there I’d like to load, but can’t seem to find the correct path to the file.

I basically want the player to be able to add character portraits (and names) to the game that can be pulled at random in-game.

Ahh that’s a good point :slight_smile:

Hee hee! Lovely to hear from you @HaxO ! And nice to see you around again!

:heart:

Hey ,

Your plugin looks awesome. Can I get clarification on if it works for and/or IOS? You state in the original post that it’s Win32 and 64 only and I wanted to check if that’s still the case.

-Nigel

hey would you be able to make a custom Widget interaction Component / 3d widget, that will allow Clients to Simulate Server Touch , Press or Click Event on 3d Widgets , is still broken since 4.6 / 4.13.
Willing to pay for to get created

@4.19 came out today, will there be an update soon?

Can you explain more about what used to do? Do you think it was disabled for security reasons?

[FONT=comic sans ms]4.19 Is Here!!!

I show downloads in the first post now:

4.19 Victory Plugin
https://forums.unrealengine.com/deve…uired#post4014

changes:

GetHeadMountedDisplayDeviceType now returns an FName as per an Epic change

I kept the enum so you can follow your code/Blueprints and adapt to the new system which is just an FName, but you can’t use a switch case on enum any more, you will have to use a switch on string and convert the FName to a string.

:heart:

<3 Thanks for the speedy update! :3

Can you please have a look at adding node i asked about in #2152 please .](https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/4014-39--s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required?p=1437068#post1437068)

Also the Modules you included in the uplugin for 4.19 are incorrect and the plugin fails to load here what it should be.


{
    "FileVersion": 3,
    "Version": 1,
    "VersionName": "1.0",
    "FriendlyName": "Victory Plugin",
    "Description": "120+ Custom Blueprint Nodes For You! <3 ",
    "Category": "",
    "CreatedBy": "",
    "CreatedByURL": "http://www.",
    "DocsURL": "http://www.",
    "MarketplaceURL": "http://www.",
    "SupportURL": "http://www.",
    "EngineVersion": "4.19.0",
    "CanContainContent": false,
    "Installed": true,
    "Modules": 
        {
            "Name": "VictoryBPLibrary",
            "Type": "Runtime",
            "LoadingPhase": "PreDefault",
            "WhitelistPlatforms": 
                "Win64",
                "Win32",
                "HTML5"
            ]
        }
    ],
    "Plugins": 
        {
            "Name": "ApexDestruction",
            "Enabled": true
        }
    ]
}

thanks for that, it works now :slight_smile:

Get a warning on compile:


warning : Warning: Plugin 'VictoryBPLibrary' does not list plugin 'ApexDestruction' as a dependency, but module 'VictoryBPLibrary' depends on 'ApexDestruction'.

Compiles okay though!

Hi,
I have message when i lanch my project (clean/new project) with** 4.19 Victory Plugin :**


Plugin 'VictoryBPLibrary' failed to load because module 'VictoryBPLibrary' could not be loaded. There may be an operating system error or the module may not be properly set up.

I have just paste “VictoryPlugin” folder in /MyProject/Plugins/ as usual.
Any idea ?
Thanks

I have provided the fix for above if you look.

Hey! where I can get list function there are in plugin? Complete list…tk

Thanks a ton for !

Thanks <3

Why not just Switch on Name? Also, is there a list of these FNames and what HMD type they refer to?

Hello, . Again, Thanks for Your great work!
Right now I am continuing making screenshots with your nodes presentations here in forum pages, first pack of those I posted in post number 2129.
I am still beginner of UE4 learning, and I got question that i am sorry if it will be silly.
Question: you Custom Config INI Vars - can those be considered and used as alternative to BP Interfaces, for transfering variables between BPs?
Or that is not a good thought? Thank You.

Hello ! I made a “Help Screens”, screenshots from thread - posted plugin features, updates, usage, notes. Previously I had a post with about half of screens, now there are screens from pages 1 to 142. Screens include picture’s of 's BP nodes with his notes of usage, with some texts from that post. If there was large post, there will be 2 or 3 screenshots for one topic. Screenshots are named more or less to make sense what is it inside. screens are cropped, so, you don’t see my super secret bookmarks tree on the left side :slight_smile: Definitely there are some duplicates, sorry about that. Count of pictures is 200-something. Please give me some advice if there are wrong named files, or something important missing, etc. Bug report, please, so to speak.
Any other comments and suggestions welcome. I attached couple of partial listing examples, but full list is over 200 screenshots.
Thank you, , for those great additions to UE4, and thanks to other nice persons who contributed here.
Link to screenshots, distributed in two .ZIP files, each about 50MB:

Victory Plugin Load Errors / ApexDestruction

Sorry everyone I had Apex in the git version but not my local due to recent dev machine change, when I packaged it didn’t include the ApexDestruction :slight_smile:

Just add to the uplugin if you get ApexDestruction error



"Plugins" :
    
        {
            "Name": "ApexDestruction",
            "Enabled": true
        }
    ]


I will repackage soon

EDIT: I have now updated the 4.19 release in the original post of thread!
https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/4014-39--s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required#post4014

:heart:

Thank you for creating wonderful resource @Thunder_Owl !

:heart:
​​​​​​​

Thanks to YOU for those nodes. But, to be honest, even after screenshoting and , it is =still= kinda hard to keep in mind, what additional possibilities exists (and, there are others too, like “Low Entry Extended Library”, and “Morepork”…). And, in turn - sometimes I could even want to “request” for some node to implement, but then I think - maybe it exists already, I just need to remember where? :wink:

EDIT: real recent example of my thinking: would be nice to have node that can set line trace from actor’s front direction to any given axes angles, and set length. And, feed that to linetrace “end” input. But maybe such exists laready? :slight_smile: I am just too un-experienced to know for sure.