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 I was trying to read the wiki, but it seems the info is outdated as it does refer some old version 4.16.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?
Thanks for your help. I did switch it to be a project plugin vs an engine plugin and finally got it to build.
those log messages still exist tho, but at least the thing functions.
Thank you for the great tools! I’m really benefiting from your load texture from file node as my program allows us to supply new photos over via cloud storage and the client can download them into a folder and the program will go find them and throw them on a widget brush as required. Also used your game directory file to eliminate the need for them to specify where they installed it!
Great stuff. You’re in the credits! (More like fine print…but there!)
So glad I switched from 3ds interactive. community is unbelievably helpful.
Now to just learn c++ so I can contribute something.
Good day! Help solve the problem with Scene Capture 2D Save image. It seems to have everything correctly, the function should be processed immediately after launching the game, but the destination folder is empty. What could be the problem?
Hi community! We are in urgent need to get the victory plugin working on 4.22 preview build. I was not able to find a working build for 4.22 (which is expected as from my previous experience release on full released versions).
is there any way we could compile the source code to work on 4.22? Or is there anybody in the community who has a working 4.22 version?
any help would be really appreciated! Thanks!
Hoping someone here can help me out.
I am using the AI Move To With Filter node. The node itself is working, but any delays I am putting before or after it in the BP function are not. A breakpoint on the delay stops execution correctly, but it is like the delay actually never happens.
I have the Move To With Filter node in a looping BP function. When the function ends, it calls itself again. The delay should happen after the Move To, the AI pawn should stop while the delay fires, and then should begin moving again. Currently it immediately picks a new point on the nav mesh and begins the move immediately.
Anyone know how I can get the delay to actually work with node?
Thanks!
Upon further inspection it seems to be because node is not setup as a Latent action. (no latent in the meta for the declaration) Currently trying to find if there is a way to modify it to be latent or not.
Dear,
victory create proc
sorry , i am not really sure how to use the node,
Full Path Of Program to Run: my file(bat.exe,png…) Path?
and what`s Commandline Should I to put in?
thanks
hi ,
did you find it?
I have the same problems
Hi, recently I have also been researching the problem of saving pictures and found blueprint method. At first I couldn’t use method properly, then I read the C++ source code and found the possible problem according to the comments of .
In Texture Render Target 2D, you need to set the Render Target Format to RTF RGBA8. setting defaults to RTF RGBA16f
Thank you, is Epic.
Hi Ramma
i’m using matlab to develop an application which receives the file path of an image and returns the diagnosis/classification result to the user when the player presses a key in the game.
I found , for now, three ways if I am not wrong.
- use a blueprint function library in the code and expose it to the blueprint. doesn’t work for me though I still don’t know why because it opens other applications from the system like notpad and internet explorer. It tries to open my application but stops saying “too many inputs”
- compile the matlab function to C++ shared library to generate .dll .lib .h and other files to be used in the C++ source code. the problem I faced for technique is I don’t know exactly how to link and use these files in my code. in unreal there is no way to link other files in the visual studio
- the last option is to use your plugin. I think you used the first technique above to create the plugin. I want to try it but I don’t know what commandline Args mean.
so my question is - can you explain how to use the plugin in blueprints
- Can you help me in finding a solution for my case please if you think the plugin can’t fix it? like using the 2nd technique I mentioned above or any other way you might have
Hi !
Before anything i wanted to thank you for your amazing work helping everyone, i´ve found your wiki post about the turn in place anim node A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums
And was looking for ways to update it to newer versions of the engine, but i cant figure it out. would be amazing if you give me some guidelines to make it work with ue4.18.
I´ve fixed some minor stuff and get it to have no errors, but when compiling i get a Compile Error code 5 (Other compiling errors)
I’m kind of lost and would really like to have working!
Thanks in advance!
hello ,
can you help me out please ?
I have an application made using matlab. I want to run it in ue4 when the player presses a key. I want to use your plugin but I don’t know the details of the nodes. especially the “commandline Args”. can you explain that node please?
Thanks for your !
Hi !
First of thanks a lot for you have for the community!
I would like to know if you would ever update the VictoryEdEngine to 4.21 or above. I am currently struggling with a project with countless meshes (mechanical pieces from datasmith) and I would love to use your plugin in order to create a single instanced mesh for the different parts of the machine.
Would be possible to have the same functionality applied to Hierarchical Instanced Static Meshes?
Thanks again
Hello Im having an where in the VictoryBPFunctionLibrary.cpp it wont package my project for Windows with the error
VictoryBPFunctionLibrary.cpp{4552} errorC2065: 'FVorbisAudioInfo' undeclared identifier
and then tells me that vorbis_obj is missing the syntax of ‘;’ but after reviewing the code it seems solid, and shouldnt be giving me error. Would anybody know why is happening? I’m on 4.22 preview ( I know is preview and would expect problems but honestly I’m having trouble understanding why would be causing problems now)
To be depending on VictoryBPFunctionLibrary is very bad. Every UE4 are upgraded, library have to be updated as well.
I’m using a fraction of lib and everything else I deleted, and since then I never have any problems when upgrading UE4.