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

Just popping in to say thank you!
Was able to write to and read from logs quite easily thanks to thread and contributors here.

Has anybody noticed a performance impact when using the ā€œLoadTexture2DFromFileExtensionā€ Node? I’ve a bunch of profiles of texture srteaming, GPU and CPU profilers and it seems to have little to no impact on performance compared to either other actors with dynamic materials, or completely static actors with a standard material instance.

Other people have posted 2 times already, so I didn’t want to post it a third .

The node itself works fine in the editor, but in the shipping build it always returns 0 and I have no idea why.

I was using it to determine blocked paths on a minimap and it would be a great artistic way to draw special points on a map that has influence on the gameplay, but it doesn’t work in shipping.

I’m using a different method now by just filling an array with coordinates (more consuming and less awesome).

Hey,

i’m currently using a self-made plugin combined with the victory plugin in 4.21 in c++.
I have made custom dependencys adding victory plugin to my self-made plugin .uplugin & .build.cs, so i can use the CaptureComponent2D_SaveImage() function.

Editor is starting fine out of VS17, but if i now try to build the project, i’ll always get an "C1083: include cound’t be opend: ā€œAIController.hā€ No such file or directory.

I can change the import to ā€œRuntime/AIModule/Classes/AIController.hā€, but then there are a couple of includes missing in ā€œAIController.hā€

Anybody got an idea why is happening?
Do i have to change every import path manually?

Why is not on the marketplace ?

Because there is another package already available that does similar things…its also free. There is another BP only package that tried to get on the MP but was denied for that reason.

teak

ā€œcapture component 2d save imageā€ is not saving alpha in PNG and it’s crashing using BMP

Well i tried using it in BP and it worked just fine.
Now i’m trying to do the same thing in c++ with the exact same data and like i said i can’t event build the project because of missing includes in my own plugin but located at Victorys Plugin.

In case you still haven’t found what to do with Commandline Args. It could be the name of the file which you’re trying to launch with the program to .exe of which you’ve pointed in Full Path of Program to Run

For example:

Or you could input full path for the file into *Make Array *node instead of Optional Working Directory:

Make sure to wrap the whole string with ā€œā€ if your Array element path/name has any spaces in it. Otherwise Windows will split your command line argument into multiple arguments, separated where the spaces were.

ā€œLoad from Asset Pathā€ fails to get a ā€œPrimary data assetā€ , can you fix that, please?

Good Evening
I have noticed the function Load String Array from File have no support for words written in brazilian portuguese.

When I save a text file outside the UE4 (inside project folder’s) the text saved is ā€œ??Bā€.

what package is free on the MP? I can’t seem to get plugin to work and i need to load wav files from application folders and cant find a way.

Hi everyone!

I’m busy trying to package my first project, but it’s not allowing me to, packaging keeps failing after spitting out the error:ā€œerror CS0101: the namespace ā€˜<global namespace>’ already contains a definition for ā€˜VictoryBPLibraryā€™ā€

I’ve got the Plugin files inside the Engine folder as per instructions, ((39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required! - Blueprint - Epic Developer Community Forums)

The plugin files that are supposed to go in the project folders are also where they’re supposed to be, in D:\Work\Project - SOCpuppet\SOCpuppet\Plugins\VictoryPlugin422.

Can anyone help me fix quick? It’s pretty urgent that be packaged by tomorrow.

Hi. Look for LE Extended Standard Library. Not sure it has the functionality you want, but its similar to Victory.

teak

Hi! Any ETA on the 4.23 version of your plugin? Thank you :slight_smile:

Victory Plugin for UE4 4.23 Update

Hi there!

Welcome to the UE4 Forums!

And hello everyone else in the UE4 Community!

Here is Victory Plugin 4.23!

https://www.mediafire.com/file/2jedu…gin23.zip/file


**Special Thanks**

Special thanks to github contributor Firefly74940 for contributing the 4.23 required changes:
/commit/b4d23b919c652a30562a986194832383723794c6

♄



PS: To everyone who has posted questions, sorry I am so busy, I will process your questions as soon as I can! I am deep in development on my game :)

Fantastic, thanks a lot for updating it so quickly! Good luck with your game :slight_smile:

Thanks for fast update , you rock!

Hey,

Firstly, thank you for the opportunity of using your Victory plugin.
I’m not a C++ programmer, however, have VS2017.
Please, could you tell me the correct install procedure for your plugin.

Thank you and kind regards,

Smudgy

  • UPDATE *
    Managed to get it loaded, many thanks for .
    Quick question, after using Victory Create Proc, to open an external application (works a treat by the way), how can you close it, is there a separate function for ?

I would be more than willing to pay for your services to provide functionality.

the best.

is bit far fetched… but any advice how to get working with 4.19 NVIDIA flex?

i can make it work with 4.19 regular engine but not with nvidia flex.