Thank you <3
Iāve been checking thread everyday waiting for wonderful moment. Thank you ! Youāre a legend! <3
Hee hee!
- blushes *
Stayed up till 4 am in the morning to get out the update to of you
Enjoy!
I get error when trying to do a build. Tried it in a blank project with just the victory plugin and UE 4.20.1
[SPOILER]
CommandUtils.Run: Running: D:\Unreal Engine\Epic Games\UE_4.20\Engine\Binaries\DotNET\UnrealBuildTool.exe Test420 Win64 Development -Project=X:\UE_TestProj\Test420\Test420\Test420.uproject X:\UE_TestProj\Test420\Test420\Test420.uproject -NoUBTMakefiles -remoteini="X:\UE_TestProj\Test420\Test420" -skipdeploy -noxge -generatemanifest -NoHotReload -log="C:\Users\el_ze\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Unreal+Engine+Epic+Games+UE_4.20\UBT-Test420-Win64-Development.txt"
ProcessResult.StdOut: Using Visual Studio 2015 14.0 toolchain (C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC) and Windows 8.1 SDK (C:\Program Files (x86)\Windows Kits\8.1).
CommandUtils.Run: Took 4.1499522s to run UnrealBuildTool.exe, ExitCode=0
InternalUtils.SafeFileExists: SafeFileExists X:\UE_TestProj\Test420\Test420\Intermediate\Build\Manifest.xml=True
InternalUtils.SafeCopyFile: SafeCopyFile X:\UE_TestProj\Test420\Test420\Intermediate\Build\Manifest.xml C:\Users\el_ze\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Unreal+Engine+Epic+Games+UE_4.20\UBTManifest.0.xml
UE4Build.PrepareManifest: Copied UBT manifest to C:\Users\el_ze\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Unreal+Engine+Epic+Games+UE_4.20\UBTManifest.0.xml
InternalUtils.SafeFileExists: SafeFileExists D:\Unreal Engine\Epic Games\UE_4.20\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
CommandUtils.Run: Running: D:\Unreal Engine\Epic Games\UE_4.20\Engine\Binaries\DotNET\UnrealBuildTool.exe Test420 Win64 Development -Project=X:\UE_TestProj\Test420\Test420\Test420.uproject X:\UE_TestProj\Test420\Test420\Test420.uproject -NoUBTMakefiles -remoteini="X:\UE_TestProj\Test420\Test420" -skipdeploy -noxge -NoHotReload -ignorejunk -log="C:\Users\el_ze\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Unreal+Engine+Epic+Games+UE_4.20\UBT-Test420-Win64-Development_2.txt"
ProcessResult.StdOut: Using Visual Studio 2015 14.0 toolchain (C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC) and Windows 8.1 SDK (C:\Program Files (x86)\Windows Kits\8.1).
ProcessResult.StdOut: Building 2 actions with 8 processes...
ProcessResult.StdOut: Module.Test420.cpp
ProcessResult.StdOut: Test420.exe
ProcessResult.StdOut: Creating library X:\UE_TestProj\Test420\Test420\Binaries\Win64\Test420.lib and X:\UE_TestProj\Test420\Test420\Binaries\Win64\Test420.exp
ProcessResult.StdOut: Module.VictoryBPLibrary.cpp.obj : error LNK2019: unresolved external symbol __libm_sse2_sincosf_ referenced in function "public: static void __cdecl UVictoryBPFunctionLibrary::DrawCircle(class UObject *,struct FVector,float,int,float,struct FLinearColor,struct FVector,struct FVector,float,bool)" (?DrawCircle@UVictoryBPFunctionLibrary@@SAXPEAVUObject@@UFVector@@MHMUFLinearColor@@11M_N@Z)
ProcessResult.StdOut: X:\UE_TestProj\Test420\Test420\Binaries\Win64\Test420.exe : fatal error LNK1120: 1 unresolved externals
ProcessResult.StdOut: ERROR: UBT ERROR: Failed to produce item: X:\UE_TestProj\Test420\Test420\Binaries\Win64\Test420.exe
ProcessResult.StdOut: (see C:\Users\el_ze\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Unreal+Engine+Epic+Games+UE_4.20\UBT-Test420-Win64-Development_2.txt for full exception trace)
ProcessResult.StdOut: Total build : 11.63 seconds (Parallel executor: 0.00 seconds)
CommandUtils.Run: Took 11.9518356s to run UnrealBuildTool.exe, ExitCode=5
[/SPOILER]
I think being the relevant thing that fails:
ProcessResult.StdOut: Module.VictoryBPLibrary.cpp.obj : error LNK2019: unresolved external symbol __libm_sse2_sincosf_ referenced in function "public: static void __cdecl UVictoryBPFunctionLibrary::DrawCircle(class UObject *,struct FVector,float,int,float,struct FLinearColor,struct FVector,struct FVector,float,bool)" (?DrawCircle@UVictoryBPFunctionLibrary@@SAXPEAVUObject@@UFVector@@MHMUFLinearColor@@11M_N@Z)
Anyone else having ? or have I something bad
I have been using the Victory Plugin for rebinding and its amazing and super useful! Iām using engine unreal 4.15. I just had a question regarding the ReBbind Key node. I canāt find the āVictory Re Bind Keyā node like in picture that was posted in regards to rebinding:
Instead I can only find the āVictory Re Bind Action Keyā like :
I canāt figure out how to rebind an Action with node because Iām not sure what to put into the āOriginal Keyā input if the key changes depending on what itās rebound to. If anyone could explain how to use node to me it would be a great help and really appreciated.
Thank you for any help you guys can give me!
Anyone else getting ?
1>D:\Workspace\Plugins\VictoryPlugin\Source\VictoryBPLibrary\Public\VictoryPC.cpp(36): error C2027: use of undefined type āUAudioComponentā
1> D:\Epic Games\UE_4.20\Engine\Source\Runtime/Engine/Classes/Kismet/GameplayStatics.h(22): note: see declaration of āUAudioComponentā
1>D:\Workspace\Plugins\VictoryPlugin\Source\VictoryBPLibrary\Public\VictoryPC.cpp(36): error C2227: left of ā->OnQueueSubtitlesā must point to class/struct/union/generic type
1>D:\Workspace\Plugins\VictoryPlugin\Source\VictoryBPLibrary\Public\VictoryPC.cpp(36): error C2228: left of ā.__Internal_BindDynamicā must have class/struct/union
Itās very much appreciated.
Will you be taking a look at the new skeletal mesh code? Iāve spent months trying to find out how to solve a problem and getting nowhere, I canāt get it to give me the vert locations that include morph target changes. I think that if you put the Get Verts BP node back in, it might do that now.
Dear [USER=ā245249ā]el zee[/USER] ,
Sorry thereās a bug on Epicās end with the packaging system in 4.20, the shipping binaries are not going to the output folder
I have updated the file with the shipping binaries so you can package the game with the plugin
I do not think that info can be acquired, the morph targeting is happening on the GPU only so it is not available to the CPU
PS: Sorry wish I had better news like bunny rabbits running for government positions and winning
Thanks so much for that @. I thought Iād something wrong lmao. Always appreciate the hard work you do on plugin
There is an option to switch morphs between being GPU and CPU, is that defunct? I also think they given us a way to access the GPU data with the updates.
hat I really need is UDN access, like I was promised, but they stopped answering my emails.
I have the same question, working in 4.19, if anyone is able to help Iād greatly appreciate it!
Where do go for Save Game marketplace plugin support?
How could I restructure so that I simply get the file based on its location in the content folder of my project? I like to move my projects and files around.
We are also making an and ios game, so I will not be able to use your plugin, as it causes errors when packaging to those platforms.
For 4.20.1 where should the files by placed. Iām not too familiar with anything outside of the editor. Should everything go into the āPluginsā folder? Does āBuildā in the āIntermediateā just go into the projectās Intermediate folder? Where should the Binaries, resources, Source, and VictoryBPLibaray.uplugin go?
has been a helpful set of nodes. I am creating an installation piece in which users can answer a few questions (in-game) at the end of a VR experience. Writing to a Config file using āset/get custom config variableā seemed to work great in tests and was successfully storing the results. After packaging the game and deploying the installation, I realized that that the Config file is sometimes not being saved and/or is possibly wiped and of the survey results are lost.
Because the experience is self sustaining, the computer boots up, launches the game, and shuts down on its own at night. Iām doing more tests but I believe it may have something to do with the computer shutting down thatās clearing the Game.ini file. Any ideas on a fix or alternative solution? Is an ini not like a text file that can just be written to and closed off/saved?
may be a bit of a niche use case, but being able to write and read a CSV file during game play would be awesome for something like .
Edit: So apparently itās possible to rebind keys in blueprints without plugins now, never mind the earlier question.
Hi !
Can node be used to create a spreadsheet format of info? example:
I want to be able to populate columns and rows. Otherwise, is a fantastic plugin!
Thanks!
, can you put a BP for āget project versionā? 0:
Hi,
thank you very much for your great work here.
I am new here in UE4 and Iām no coder, still a newbie in blueprints.
for the Save String Array To File function.
I tried with and set the saving directory to
/storage/emulated/text unfortunately, it does not create the .txt file in the directory.
also, I need same function to work in iOS too.
I know my question is kinda out of line. But I really need function for my current project.
thank you very much.