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

I successfuly rid off the warning about “VictoryBPLibrary\Public’ does not exist” by commenting out PublicIncludePaths in Build.cs file.

vbp.png
But i don’t have any idea what about these “not initialized properly” warnings, it builds fine, but with these warnings. They show up also on editor startup. Any advise, how to get rid off them?

,

Thanks for your function to get a players IP. I was wondering if there was an easier way to do and came across the function “GetMacAddress();” in WindowsPlatformMisc.cpp (Line 608)

It seems function utilises GetAdaptersInfo(), which can also return “IP_ADDR_STRING”, “The list of IPv4 addresses associated with adapter represented as a linked list of IP_ADDR_STRING structures. An adapter can have multiple IPv4 addresses assigned to it.”

Could be utilised to create a better way of getting the users IP Address that doesnt rely on the player controller or a website?

Thanks

Does anyone know what I have to do to get the 4.20 version of these BP’s to package as a “Development” release?

In 4.20 when I try to package a Development release I get a packaging error. To get round temporarily I’m doing a Shipping release but because logging and screen output is disabled in a Shipping release it would be better if I could continue to package Development releases. Everything was fine in 4.18. I have not tried 4.19 or 4.21.

Any help much appreciated.

Is it possible to add function to get info Vram for GPU

Hello ,
have some trouble with the Victory plugin. Package project for win64 didnt work in unreal 4.21! Package failed! Can you help me? I made a short test with the orignal first person template but failed too!

ryed everthing, but it does not work! See the attached log. I downloaded the the victory plugin for Version 4.21 (my UE4 Version is 4.21.1, Windows 7), then i set up a folder named VictoryBPLibrary under Engine\Plugins\Runtime ( as described) copyied the .zip File and unziped it in folder! In Unreal i set the plugin “enabled” and restart the engine.Then i tryed to package the project for WIN 64 development but it failed! is there every one with the same Problem or an idea to solve that? I`am not a C++ Programmer.
Every idea to solve that is welcome!!
Thanks a lot!

is super mega busy trying to ship a game.
Try asking users above for help :slight_smile:

Can someone help?
“Have some trouble with the Victory plugin. Package project for win64 didnt work in unreal 4.21! Package failed! Can you help me? I made a short test with the orignal first person template but failed too!”

Tryed everthing, but it does not work! See the attached log. I downloaded the the victory plugin for Version 4.21 (my UE4 Version is 4.21.1, Windows 7), then i set up a folder named VictoryBPLibrary under Engine\Plugins\Runtime ( as described) copyied the .zip File and unziped it in folder! In Unreal i set the plugin “enabled” and restart the engine.Then i tryed to package the project for WIN 64 development but it failed! is there every one with the same Problem or an idea to solve that? Iam not a C++ Programmer. Iam frustrated because it cost so much . Every idea to solve that is welcome!!
Thanks a lot!
[HR][/HR]

Hi !
I have a question : in page 70, there is a block of code that give us the possibility to get vertices position from a Skeletal Mesh. I’ve downloaded the UE4.20 version of Victory Plugin, but I can’t find any function that can do the same ! Was it renamed or deleted or something ?

After struggling with the ‘Server Travel’ blueprint I noticed that it has a typo in it !! The parameter ‘Notify Players’ should read ‘DO NOT NOTIFY PLAYERS’ !!! It is actually the Inverse!! It will only work properly if it is UNCHECKED!!! Please fix !! :slight_smile:

Hi Everyone!

I just wanted to say hi and let you know I am still around!

Happy new year!

I hope you are having fun with your UE4 Projects!

:heart:

Hee hee! What Bruno said :slight_smile:

Welcome to the forums! The code is outdated, in newer engine versions, getting skeletal mesh animated vertex positions has been made more complicated.

Here are the functions in SkeletalMeshComponent.h



static FVector GetSkinnedVertexPosition(USkeletalMeshComponent* Component, int32 VertexIndex, const FSkeletalMeshLODRenderData& Model, FSkinWeightVertexBuffer& SkinWeightBuffer);

static FVector GetSkinnedVertexPosition(USkeletalMeshComponent* Component, int32 VertexIndex, const FSkeletalMeshLODRenderData& Model, FSkinWeightVertexBuffer& SkinWeightBuffer, TArray& CachedRefToLocals);


Hi there! Welcome to the forums!!!

Ahm, I don’t see what you mean, because the underlying world.h function is :

world.h



ServerTravel(const FString& InURL, bool bAbsolute = false, bool bShouldSkipGameNotify = false);


and my impl:



World->ServerTravel(MapName,false,bNotifyPlayers); //abs //notify players


So if you are having an unusual experience, it is the impl inside world.h / Epic’s code, and is a well-used function so I am having trouble imagining there’s something wrong with it :slight_smile:

Nice to meet you!

:heart:
​​​​​​​

Thank you for the amazing plugin!

Regarding the ‘Screen Shots Rename Move Most Recent’ node - Would anyone here know if there is a way to get node to pick up on BugScreenshots? (i.e. shots taken with UI present)

best!

Hey @,

What I think @infernal_toast means is: If you check Notify Players it sends a bool “true” to the ServerTravel() method. Which then skips notifying the players although you explicitly checked to notify them. Seem like an error to me.

kind regards,

Hi there.

Is there a comprehensive guide of the blueprint nodes added with plugin?

It seems pretty awesome, but also pretty big and I would like to consult some documentation regarding it.

Cheers and thanks for @

Well, it is a bit “no, there isn’t”, but - there are my packs of screenshots, take a look maybe, it is better than nothing, and better than full thread browsing (well, that was a plan anyway) :slight_smile:
Here: https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/4014-39--s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required?p=1448809#post1448809

Hey everybody! 's plugin is great, and has worked wonders in getting my program to function fluently.

Same as a bunch of others tho:

I get the “UATHelper: Packaging (Windows (64-bit)): LogClass: Warning: BoolProperty FVictoryInput::bShift is not initialized properly” type errors (there are a bunch of them).

The package successfully builds but the functionality relying on the Victory plugin is not included.

I think it has something to do with how I installed the plugin.

I’m running 4.21 (latest update) and I placed’s extracted zip file (the 4.21 download) into the Engine/Plugin/Runtime folder (not the project directory, but that of the UE4 engine). It is in it’s own folder named “VictoryPlugin21”.

I also commented out the language of public paths for the BP Library in “VictoryBPLibrary.Build.cs”, as recommended by another user on thread forum (since I was getting the “Referenced directory ‘D:\UE4\UE_4.21\Engine\Source\VictoryBPLibrary\Public’ does not exist” error without that).

Where did I go wrong?

My project is due…Thursday! AH!

I got mine to package by putting it in to the plugins folder within the project directory rather than the engine’s directory. Good luck with your project!

Yeah me too, but these warnings are still there in output log.

Hi! Using 4.19 here. How can I convert instance meshes from the editor into one instance mesh? As the shortcut shift+i it didnt work. Thanks!

Go to Project Settings->Game->Victory Ed Engine -> I cannot see . But I can see the new plugin functions, so I guess I miss something (I can use the function to convert static meshes into instanced meshes, but it its too much!)

. I was trying to read the wiki, but it seems the info is outdated as it does refer some old version 4.16.

Hello there!

I have a little (more like a big) problem with streaming levels. So I have procedural tile (sub-levels) generated map that after being loaded, is sent to the clients. It was a very tough mechanism to make in the first place because of the engine that “likes” kicking out clients if they load the map faster then the server. The solution was to use the node “Add to Streaming Levels” (included in VictoryBP) on the clients after the server loaded the map with “Load Level Instance (by Name)”. Everything was working mostly fine, until I decided to update from 4.19 to 4.21 due to some improvements in other areas of the engine. The problem is that “Add to Streaming Levels” node seems to be doing nothing right now, and I cannot figure out why. It doesn’t kick my clients as other methods do, but it doesn’t load the levels, and the pawns are basically floating on client-side, but being teleported back up by the server. Does anyone have any ideas why?

I think it is related to the warning we could see on the page 152, that I also get. (The FLevelStreamInstanceInfo variables not being initialized properly)

plugin looks what I need for my project. Is there a manual for it. I want to run an application developed using matlab. I saw something like VictoryCreateProc node. I want to use it but I don’t know how to connect it. is there anyone already have similar or know how to do it please?