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

No point in writing here anymore. Several nodes are broken in shipping as well. has stopped giving a ****.

is free plugin…he has to earn a living…so, maybe he’s working on paid stuff…you can review the source code yourself to see if you can fix / add features.

teak

You’ve most likely already checked…but…have you opened the .uplugin file in a text editor and make sure that the version is set to 4.22.0?

teak

You should know as well as I do that it’s not so easy to just go into somone’s source code and fix / add features yourself.

The point that has stopped working on is not an isolated. It goes through the whole marketplace as well, because many items there are now useless because the creator isn’t getting as much out of it anymore to give a **** about it and stop working on it. It’s a shame. I can’t afford pushing updates of my games back because some marketplace dev doesn’t update his plugins anymore. But ultimately it made me stop using any 3rd party plug-ins for good. In the specific case of plugin, many very valuable things from have already been adapted into the official UE4 build, so there is less and less reason to keep using it.

Maybe that’s why gave up on it.
And just to be clear - I think is a great guy who’s dedication to his work is commendable. I fully understand why he would eventually abandon his older work like , because there is just nothing in it for him anymore to keep working on it.

PS: Please fix the “get pixel rgb from texture” node, it’s broken in shipping build :wink:

I went back a few pages and I couldn’t find anything posted by you… (maybe further back), so apologies if you already put forward what is not working… Anyway, are you using the “get pixel rgb from texture” node or are you not using it but it is preventing you from creating a shipping build and if it was removed, the problem would be solved?

teak

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 “LoadTexture2DFromFileExtension” 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: “AIController.h” No such file or directory.

I can change the import to “Runtime/AIModule/Classes/AIController.h”, but then there are a couple of includes missing in “AIController.h”

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

“capture component 2d save image” 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 “” 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.

“Load from Asset Path” fails to get a “Primary data asset” , 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 “??B”.

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:“error CS0101: the namespace ‘<global namespace>’ already contains a definition for ‘VictoryBPLibrary’”

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: