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

Hi , I’m wondering does your latest version(19) still have the vertex snap tools bundled? It doesn’t mention it in the Plugin description within the plugins manager in the engine. If I enable the plugin and restart with the DefaultEngine.ini edited as you say in the snap tool install instructions the editor crashes on start.

Here are the log errors:
[2018.06.18-08.30.05:993] 0]LogPython: Error: No module named ‘ue_site’
[2018.06.18-08.30.06:335] 0]LogLinker: Warning: Can’t find file ‘/Script/VictoryEdEngine’
[2018.06.18-08.30.06:335] 0]LogLinker: Warning: Can’t find file ‘/Script/VictoryEdEngine’
[2018.06.18-08.30.06:335] 0]LogUObjectGlobals: Warning: Failed to find ‘Class /Script/VictoryEdEngine.VictoryEdEngine’

EDIT: sorry, that missing script is in your older Snap Tools VictoryEdEngine zip. That’s what’s confusing me. Is the Vertex snap tool now absent from the latest 4.19 build?

Thanks for these amazing tools. The vert snaps tool should have been added natively a long ago.

Just found out that the super useful “Sort” node doesn’t work on arrays of structs anymore :frowning: I relied a lot on it, I suspect can affect a lot of other projects critically too.

It just can’t find structure’s property by a given name. Assuming your structure has a field “Score”, and you pass name to Sort, UE’s FindField function will never find “Score” property in your structure since the actual FName in there looks like “Score_5_FS67FJL7QQUO12P6blabla”. FName you pass as a parameter has a different ComparisonIndex and DisplayIndex too, so FName’s operator== will never match those two.

Tested with clean blueprint project on 4.19.2.

@Flashback The generic Sort?
Something I donated a good while ago.
I have updated it internally and thought I pushed the update to .
We’re still running UE4.18.2 internally though, so it may be a 4.19+ thing that broke it.

@, the one that “Sort the elements of an array by FString, FName, FText, float, int or boolean. Supports struct and based arrays.”.
It works fine with standard types (I think), but sorting structures by variable name always fails for me. Must be because of some changes in the way UE handles FNames, since what really fails is FindField. Your function itself is very well written and extremely helpful, let me use opportunity to thank you for it :slight_smile:

Hello there, i dunno why but now i have a crash when i launch the game :

Error: Fatal error: [File:F:\Epic Games\GITHUB\4.15\UnrealEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp] [Line: 579]
[2018.07.02-06.19.46:458] 0]LogWindows: Error: Invalid in GC: 0xdddddddddddddddd, ReferencingObject: VictoryPC /Script/VictoryBPLibrary.Default__VictoryPC, ReferencingObjectClass: Class /Script/VictoryBPLibrary.VictoryPC, Property Name: SpectatorPawn, Offset: 2104, TokenIndex: 46

Do you know why ?

After recompiling, it works now.

MAGIKAAAAL

hello !

your plugin is wonderful and the txt file I/O is exactly what saved me in my project!
unfortunately i cannot package the project :frowning:

i am in engine 4.19.2 - could be the reason?

is the error i am getting, do you (or anybody else) have any suggestions how to fix ?

best regards <3
Lasse

Hello everyone, I discovered that when I have’s Plugin, I can play my game on the editor but I can’t launch the game ( see photo), when I remove’s plugin I can launch the game without any problem.
Do you know how to fix it?

Thanks

Hi, , Thank you very Much for your work!

please, check VictoryBPFunctionLibrary: JoyFileIOGetFiles . It’s return true even if there are no files in directory

What happened to the “AnimatedVertex__GetAnimatedVertexLocations” node? I can’t find it :confused:

Which Nodes are you using? That would help narrow down which one is given you the hassle / and to fix - troubleshoot. Also, did it ever work?

teak

I might just be stupid, but when using the Create Proc node, which types of files can be run and where do I need to put the file so I can run it from the PIE and possibly packaged game so it doesn’t matter what directory the game itself in, and where does it look when I just type in, like, “c:\msgbox.vbs” or something?

I’m upgrading me 4.16 project to 4.19. I got latest Victory plugin and I’m getting the following error when building the project:


cl : Command line error D8022 : cannot open 'D:\MyCompany\DBgame 4.19\Plugins\VictoryPlugin\Intermediate\Build\Win64\UE4Editor\Development\VictoryBPLibrary\Module.VictoryBPLibrary.gen.1_of_2.cpp.obj.response'
Microsoft (R) C/C++ Optimizing Compiler Version 19.14.26430 for x64
Copyright (C) Microsoft Corporation.   rights reserved.

cl : Command line error D8022 : cannot open 'D:\MyCompany\DBgame 4.19\Plugins\VictoryPlugin\Intermediate\Build\Win64\UE4Editor\Development\VictoryBPLibrary\Module.VictoryBPLibrary.gen.2_of_2.cpp.obj.response'
Microsoft (R) C/C++ Optimizing Compiler Version 19.14.26430 for x64
Copyright (C) Microsoft Corporation.   rights reserved.

cl : Command line error D8022 : cannot open 'D:\MyCompany\DBgame 4.19\Plugins\VictoryPlugin\Intermediate\Build\Win64\UE4Editor\Development\VictoryBPLibrary\Module.VictoryBPLibrary.cpp.obj.response'
ERROR: UBT ERROR: Failed to produce item: D:\MyCompany\DBgame 4.19\Plugins\VictoryPlugin\Binaries\Win64\UE4Editor-VictoryBPLibrary.dll

Is possible to update to 4.20 ?

Epic changed the implementation for getting animated vertex positions in the C++ and I have not had to figure out what is required to update the function

I will work on soon :slight_smile:

Ah makes sense, I’ve been trying to figure it out myself but no luck yet. I’m trying to get the animated mesh and copy it to a procedural mesh somehow.

Trying to build it with 4.20. I fixed the errors product of API changes (mostly in level streaming) but now I’m failing at linking with error and haven’t been able to find a solution:


Severity    Code    Description    Project    File    Line    Suppression State
Error    LNK2019    unresolved external symbol "__declspec(dllimport) class UClass * __cdecl Z_Construct_UClass_UNavigationQueryFilter_NoRegister(void)" (__imp_?Z_Construct_UClass_UNavigationQueryFilter_NoRegister@@YAPEAVUClass@@XZ) referenced in function "void __cdecl `dynamic initializer for 'public: static struct UE4CodeGen_Private::FClassPropertyParams const Z_Construct_UFunction_UVictoryBPFunctionLibrary_Victory_AI_MoveToWithFilter_Statics::NewProp_FilterClass''(void)" (??__E?NewProp_FilterClass@Z_Construct_UFunction_UVictoryBPFunctionLibrary_Victory_AI_MoveToWithFilter_Statics@@2UFClassPropertyParams@UE4CodeGen_Private@@B@@YAXXZ)    SoundscapePerformer    D:\VR_Projects\SoundscapePerformer\Intermediate\ProjectFiles\Module.VictoryBPLibrary.gen.1_of_2.cpp.obj    1    


can you give some tips to fix these errors? members changed to private and how can get it

navigation system got moved to a module, so you will have to include in the build cs now

“Most Navigation System-related code has been moved out of the Engine code and into a new Navigation System Module. Game-specific code using navigation system functionality might need to be updated.”

I am building 4.20 now

Victory Plugin 4.20

http://www.mediafire.com/file/advi8v…gin20.zip/file

It’s heeeeere!

**EDIT: **Now includes shipping binaries for Win64, Win32 and HTML5 !

:heart: