Why can your Victory plugin not be found on the Unreal Engine Marketplace?
Also, when opening someone else’s project that has the Victory plugin listed as a dependency, it asks if I’d like to download the plugin, which re-directs to a url “”. However, does not contain any link to download the Victory plugin. Please update website or change the url.
Lastly, the first post in thread (top of page 1) lists “4.19 Build” (in bold text) as the latest, but then links to a download for 4.20. You should update your text “4.19 Build” to say “4.20 Build”.
hi uses for a while now just updated Engine and come across ,
[SUP][SUB]C:\Ue4_4.20\4.20s\Engine\Plugins\VictoryPlugin20\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs: warning: Referenced directory ‘C:\Ue4_4.20\4.20s\Engine\Source\VictoryBPLibrary\Public’ does not exist.
PackagingResults: Warning: Referenced directory ‘C:\Ue4_4.20\4.20s\Engine\Source\VictoryBPLibrary\Public’ does not exist.[/SUB][/SUP]
Wondering if someone could Guide me in the Right Direction
Hi , I was wondering if there was a solution within plugin for my. I need to be able to convert from FUniqueNetIdRepl to string and then from string back to FUniqueNetIdRepl inside of Blueprints. Is possible? Maybe there’s a node for that I’m not aware of.
Thank you and thanks for everything you make
EDIT: hey nvm, looks like I figured out a solution.
Hi as you are a Legend I want to ask you question:
is it possible to load an alembic .abc file from a file folder in a runtime game ?
thank you to answer me as if is not possible I have to abandon my VR project.
Im not able to load any textures beside only some PNGs. For example rendertargets captured as JPG and JPEG cant be loaded for some reason
Attributes of the JPEGS and JPGS are N, while the PNG has A, if that matters.
Is valid is returned as True
Pixel ratio on height and width is returned as 0
return value is empty
file extension included
Worked: 1 PNG straight from unreal worked, JPG and JPEG not working.
Hi, its a great plugin.
The “load texture 2d from file by extension” is work on too?
Works great on windows, but i don’t know how add file path on android.
Mobile platforms are hard to get files from because of the sandbox file system environment, so it’s not currently supported, much easier to do on pc and consoles
You can install the plugin at the engine level, go to your engine installation, likely c:/program files/Epic etc, and then go under Engine/Plugins/Runtime or make a new folder Engine/Plugins/Victory
Hey, thanks for super useful plugin . I got a question about packaging the project. I’m trying to package a win64 development build. But I keep getting errors.
I’ve tried hard to solve by reading the forum, and to some success. I seem to have figured out that I needed to put the plugin folders inside the respective folder in the UE_4.20 engine folder instead of having it inside the project folder itself. Hope that is correct. But after getting rid of those errors I seem to be hitting a wall when trying to package.
is the error that got me perplexed:
ERROR: Unable to determine module type for F:\Program Files\Epic Games\UE_4.20\Engine\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs
UATHelper: Packaging (Windows (64-bit)): (referenced via DTH.uproject -> VictoryBPLibrary.uplugin)
I attached the full output log in the post.
Would greatly appreciate any assistance on .
P.S. It’s a UE 4.20.3 blueprint project and I’m only using the node “Victory load texture 2D from file” if that is of any importance.
Thanks!
UPDATE: I was able to solve by packaging the project as a “shipping build” instead of a “development build”. Hope can be of help for someone else!
Hello .
First of , let me thank you for the great help you have provided to of us with your Victory!
I’ve seen you load texture from file nodes, and I’m wondering if there are any nodes that load the image files from a folder, and then add them to an array or something? For example, I would provide the Folder location and Name, and then I might be able to read the contents of that folder ( Files and images included ?).
Thanks.
That would not be too hard to add, I will work on that as soon as I can, but that might be awhile since I am deep in development my physics based multiplayer game
Welcome to the UE4 forums! And thanks for posting your solution!