Does anyone else have issues with the “get rendered actors” node? It seems to NOT run when you are not viewing any blueprints. It runs when nothing but the main UE4 screen is up.
Victory Plugin License ~ MIT
A lot of people have been asking me for a specific software license to declared for the Victory Plugin
I have officially chosen the MIT license!
Here is the License for my UE4 C++ Victory Plugin!
**License**
Copyright 2020 by Nathan "" Iyer
Permission is hereby granted, free of charge, to any person obtaining a copy of software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and permission notice shall be included in copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
lives! <3
Hahaha, lovely to hear from you !
Wow, your BP exceptions plugin is an amazing technical achievement!
Congratulations!
Victory to You!
Hey @, first of thank you ever so much for the plugin! is a true life saver, the external image and text reading has helped a ton on my project, I’ve recently attempted to get external audio working as well, however it seems to me that the “Play Sound From File” nodes are no longer compatible with the new audio engine or something? They are not playing anything no matter what I do.
Any of getting these looked at?
EDIT: Just read the previous page, looks like a fix exists! Yay! Sadly I’m not a programmer and have no clue how fix would be implemented.
@WE LOVE YOU! <3
@I have used some of the BP nodes to help create my latest open source project: 3D Animated Desktop Wallpaper Engine, let me know what you think:)
https://www./blNmtoWyL7M
[USER=“35307”]Walid Chekkouri[/USER] @ @frostic @Traggey @Falconeyi @LordNelson7 @Jaytheway @apfelbaum @EricLiu2018 @Fire_O
plugin is causing errors such as LODs set to hard-coded value…in 4.22.
How can be fixed? See code below:
UATHelper: Packaging (Windows (64-bit)): E:\Unreal Games\Projects\UPlatformGame\Plugins\VictoryPlugin\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs: warning: Referenced directory 'D:\Programs\Epic Games\UE_4.21\Engine\Source\VictoryBPLibrary\Public' does not exist.
PackagingResults: Warning: Referenced directory 'D:\Programs\Epic Games\UE_4.21\Engine\Source\VictoryBPLibrary\Public' does not exist.
UATHelper: Packaging (Windows (64-bit)): LogGameplayTags: Display: UGameplayTagsManager::DoneAddingNativeTags. DelegateIsBound: 0
UATHelper: Packaging (Windows (64-bit)): LogClass: Warning: FLevelStreamInstanceInfo::Location is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogClass: Warning: FLevelStreamInstanceInfo::Rotation is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogClass: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBeLoaded is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogClass: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBeVisible is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogClass: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBlockOnLoad is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogClass: Warning: FLevelStreamInstanceInfo::LODIndex is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogClass: Warning: BoolProperty FVictoryInput::bShift is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogClass: Warning: BoolProperty FVictoryInput::bCtrl is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogClass: Warning: BoolProperty FVictoryInput::bAlt is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogClass: Warning: BoolProperty FVictoryInput::bCmd is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogAutomationTest: Warning: FLevelStreamInstanceInfo::Location is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogAutomationTest: Warning: FLevelStreamInstanceInfo::Rotation is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogAutomationTest: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBeLoaded is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogAutomationTest: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBeVisible is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogAutomationTest: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBlockOnLoad is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogAutomationTest: Warning: FLevelStreamInstanceInfo::LODIndex is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogAutomationTest: Warning: BoolProperty FVictoryInput::bShift is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogAutomationTest: Warning: BoolProperty FVictoryInput::bCtrl is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogAutomationTest: Warning: BoolProperty FVictoryInput::bAlt is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogAutomationTest: Warning: BoolProperty FVictoryInput::bCmd is not initialized properly
PackagingResults: Warning: FLevelStreamInstanceInfo::Location is not initialized properly
PackagingResults: Warning: FLevelStreamInstanceInfo::Rotation is not initialized properly
PackagingResults: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBeLoaded is not initialized properly
PackagingResults: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBeVisible is not initialized properly
PackagingResults: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBlockOnLoad is not initialized properly
PackagingResults: Warning: FLevelStreamInstanceInfo::LODIndex is not initialized properly
PackagingResults: Warning: BoolProperty FVictoryInput::bShift is not initialized properly
PackagingResults: Warning: BoolProperty FVictoryInput::bCtrl is not initialized properly
PackagingResults: Warning: BoolProperty FVictoryInput::bAlt is not initialized properly
PackagingResults: Warning: BoolProperty FVictoryInput::bCmd is not initialized properly
PackagingResults: Warning: FLevelStreamInstanceInfo::Location is not initialized properly
PackagingResults: Warning: FLevelStreamInstanceInfo::Rotation is not initialized properly
PackagingResults: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBeLoaded is not initialized properly
PackagingResults: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBeVisible is not initialized properly
PackagingResults: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBlockOnLoad is not initialized properly
PackagingResults: Warning: FLevelStreamInstanceInfo::LODIndex is not initialized properly
PackagingResults: Warning: BoolProperty FVictoryInput::bShift is not initialized properly
PackagingResults: Warning: BoolProperty FVictoryInput::bCtrl is not initialized properly
PackagingResults: Warning: BoolProperty FVictoryInput::bAlt is not initialized properly
PackagingResults: Warning: BoolProperty FVictoryInput::bCmd is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogClass: Warning: FLevelStreamInstanceInfo::Location is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogClass: Warning: FLevelStreamInstanceInfo::Rotation is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogClass: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBeLoaded is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogClass: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBeVisible is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogClass: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBlockOnLoad is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogClass: Warning: FLevelStreamInstanceInfo::LODIndex is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogClass: Warning: BoolProperty FVictoryInput::bShift is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogClass: Warning: BoolProperty FVictoryInput::bCtrl is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogClass: Warning: BoolProperty FVictoryInput::bAlt is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogClass: Warning: BoolProperty FVictoryInput::bCmd is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogAutomationTest: Warning: FLevelStreamInstanceInfo::Location is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogAutomationTest: Warning: FLevelStreamInstanceInfo::Rotation is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogAutomationTest: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBeLoaded is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogAutomationTest: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBeVisible is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogAutomationTest: Warning: BoolProperty FLevelStreamInstanceInfo::bShouldBlockOnLoad is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogAutomationTest: Warning: FLevelStreamInstanceInfo::LODIndex is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogAutomationTest: Warning: BoolProperty FVictoryInput::bShift is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogAutomationTest: Warning: BoolProperty FVictoryInput::bCtrl is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogAutomationTest: Warning: BoolProperty FVictoryInput::bAlt is not initialized properly
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogAutomationTest: Warning: BoolProperty FVictoryInput::bCmd is not initialized properly
How can be fixed? Thanks.
I don’t see any ERROR these are warnings.
most warnings can be ignored. unless it is effecting your game i would just ignore them.
I also see these warnings but they have not caused an for me yet.
hope helps.
Hi guys and @ ,
Wow, I’m still discovering “pack of useful nodes with their C++ inside” and it’s incredible! Only tested a few things, but for example the GPU ones it’s a thing I was dreaming with :eek: Thank you fi !
I have a question too. I have seen I can import a texture from the computer with the Victory nodes, but is it possible to also export a texture from the project to the computer? (Using nodes, of course). I have been trying with , but UE editor crashes when executing:
Thank you again!!
I don’t know about the crashing, but I know that to get the Victory Save Pixels node to work, the file path has to include the desired file name as well as the extension. So instead of “C:\Users\Desktop” it should be something like “C:\Users\Desktop\ImageName.png”. Also, if you want to make sure the directory you’re pointing to is right, I like to use one of 's Paths nodes, like “Victory Paths Saved Dir” and then just append it with the file name and extension.
Thank you @CrowdTheFactory !
I have discovered that it’s working but only with very small images. When it’s a “common” image of 1024 or more, it crashes, you too?
What I am trying to do is to generate a Render Target, generate a Texture from it (already ) and export it (or both) to the computer. Maybe for case is most useful to follow a different workflow?
Thank you very much
here is a change i had to make today as DefaultUSoundwave
else {
Success = false;
return nullptr;
}
// - Baking PCM Data from file into SoundWave memory
const int32 NumSamples = sw->RawPCMDataSize / sizeof(Audio::FResamplerResults);
sw->RawPCMData = (uint8*)FMemory::Malloc(sw->RawPCMDataSize);
FMemory::Memcpy(sw->RawPCMData, WaveInfo.SampleDataStart, NumSamples * sizeof(Audio::FResamplerResults));
if (!sw) { Success = false; return nullptr; }
Success = true;
return sw;
}
It seems that DefaultUSoundWaveSampleType is no longer in 4.24.3 and returns a null reference and crashes. the above change fixes .
When comparing Read Render Target Pixel with Get Pixel From T2D, is there a significant performance cost difference between the two?
*Read Render Target *comes with a warning that the operation is extremely inefficient and slow.
Hello,
am kind of confuse on the packaging part for mobile devices for UE4.24 ?
Is there any plans on getting the Download Image Working with your plugin?
i was told that i can modified that { Download Image } blueprint node with c++ to have it take 2DTexture instead of waiting for the second GetPixel to accepts FTexture2DDyanamic but am not good with C++ :(.
we’ll probably be a piece of cake for you to share so that we can enjoy the plugin in the meantime.
Here’s a image of someone showing me that he got it working But not willing to share :
Thank you.
EDIT: Ok, I’m dumb. Extract the library into the project folder, not the UE4 source folder. Problem solved.
ORIGINAL:
First of , thank you for extremely useful plugin, it’s been very helpful and I’ve used it since about 4.12 or so.
Recently, I have run into an with compiling VictoryBP into a project using UE 4.24.3 and wonder if anyone might have any suggestions.
First of , I get two errors:
1> #error "VictoryISM.generated.h already included, missing '#pragma once' in VictoryISM.h"
1> In file included from C:/UE4_SOURCE/UnrealEngine/Engine/Plugins/Developer/VictoryBPLibrary/Source/VictoryBPLibrary/Public/VictoryISM.cpp:7:
1>C:\UE4_SOURCE\UnrealEngine\Engine\Plugins\Developer\VictoryBPLibrary\Source\VictoryBPLibrary\Public\VictoryISM.h(13,7): error : redefinition of 'AVictoryISM'
Noting it seems to be complaining that the file VictoryISM.h is doing a circular include for VictoryISM.generated.h, I try adding include guards as so (editing AVictoryISM.h):
#ifndef GUARD
#define GUARD
#include "VictoryISM.generated.h"
#endif
Building the project again generates a new error:
1>C:/UE4_SOURCE/UnrealEngine/Engine/Plugins/Developer/VictoryBPLibrary/Source/VictoryBPLibrary/Public/VictoryISM.h(1): error : No #include found for the .generated.h file - the .generated.h file should always be the last #include in a header
So it seems UE4 has some rules that make include guards difficult? But I am not very knowledgeable about C++ so if there is something I am missing, please let me know!
Maybe important information: It compiles fine when I target Development Client - x64 — problem is appearing when I target Development Server - Linux.
I have the same problem. Is anyone able to help please?
Hi @and guys, sorry for bothering you, i got a problem with making plugs work for 4.22 + android.
https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1740757--victory-plugs-and-android
Basicly nothing saved and loaded with “get/set custom config var” on my devices, it’s not supported? Maybe there is any way to fix it (i’m badly familiar with operating system).
Is possible to solve warnings.
I resolve warnings and errors & i want to clear warnings.
Thanks