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

I will work on soon :slight_smile:

Ah makes sense, Iā€™ve been trying to figure it out myself but no luck yet. Iā€™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 Iā€™m failing at linking with error and havenā€™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

ā€œMost 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.ā€

I am building 4.20 now

Victory Plugin 4.20

http://www.mediafire.com/file/advi8vā€¦gin20.zip/file

Itā€™s heeeeere!

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

:heart:

Thank you <3

Iā€™ve been checking thread everyday waiting for wonderful moment. Thank you ! Youā€™re a legend! <3

Hee hee!

  • blushes *

Stayed up till 4 am in the morning to get out the update to of you :slight_smile:

Enjoy!

:heart:

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 :stuck_out_tongue:

I have been using the Victory Plugin for rebinding and its amazing and super useful! Iā€™m using engine unreal 4.15. I just had a question regarding the ReBbind Key node. I canā€™t find the ā€œVictory Re Bind Keyā€ node like in picture that was posted in regards to rebinding:

Instead I can only find the ā€œVictory Re Bind Action Keyā€ like :

I canā€™t figure out how to rebind an Action with node because Iā€™m not sure what to put into the ā€œOriginal Keyā€ input if the key changes depending on what itā€™s 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 ā€˜UAudioComponentā€™
1> D:\Epic Games\UE_4.20\Engine\Source\Runtime/Engine/Classes/Kismet/GameplayStatics.h(22): note: see declaration of ā€˜UAudioComponentā€™
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

Itā€™s very much appreciated.

Will you be taking a look at the new skeletal mesh code? Iā€™ve spent months trying to find out how to solve a problem and getting nowhere, I canā€™t 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=ā€œ245249ā€]el zee[/USER] ,

Sorry thereā€™s a bug on Epicā€™s 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

:heart:

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

:slight_smile:

PS: Sorry wish I had better news like bunny rabbits running for government positions and winning

Thanks so much for that @. I thought Iā€™d something wrong lmao. Always appreciate the hard work you do on plugin :smiley:

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 Iā€™d 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.