I see you mentioned not supporting Mac or Mobile. But you never mentioned Linux. Would I be able to use plugin in a Linux build of my game? I plan on supporting both Windows and Linux.
@Iām trying to compile your plugin but it says there is an error:
Error C2664 'bool IImageWrapper::GetRaw(const ERGBFormat,int32,TArray<uint8,FDefaultAllocator> &)': cannot convert argument 3 from 'const TArray<uint8,FDefaultAllocator> *' to 'TArray<uint8,FDefaultAllocator64> &'
code where the error shows is here:
const TArray<uint8>* UncompressedBGRA = NULL;
if (ImageWrapper->GetRaw(ERGBFormat::BGRA, 8, UncompressedBGRA))
the function is Victory_LoadTextureFromFile
Hi here! @
Does plugin allows you to import HDR cubemaps at runtime?
Thank you
So Iām working with the Get Sound Wave from File node in 4.24, it creates the USoundWave with the correct duration but no actual audio samples, so thereās no sound playing. Same thing happens with the other two nodes (at location and attached). Importing the .ogg file manually, it plays in editor, though somewhat defeats the point of the nodes. Any ideas?
show your nodes for loading the file. Iām sure that is where the error is.
Hello. Any ETA for 4.25 support?
Also looking forward to .
@Any plan for 4.25?
āāā
Great to hear from you!
I am working on it!
4.25 Is Live!
Enjoy!
Iām having a lot of trouble getting to package with my project, and the information on how to package correctly seems to have changed over and varies by who is explaining how to do it. Would it be possible to get a new, even just quick version of how to package with at least version 4.24? I have the Victory24.zip files.
At point, Iām not even sure where the files are supposed to go.
How to install the files:
Program files>Epic Games>UE_4.25>Engine>Plugins>Runtime>Create New folder and extract the files into it.
Iām having a similar problem. Iām trying to launch-to-device with two devices, and while works fine, any a VictoryPlugin node is called, the game crashes on the device. The editor preview works fine, as does everything else in the project on the mobile device. Iāve followed @PTF40k 's advice but doesnāt alleviate the problem. @Aeromir do you have any further insight on the?
Hi guys and @ !
Please, do you know if there is a way to export an image (bigger than 1024px) to disk? I have tried some nodes but I donāt find an efficient way to save a texture in a specified path of the computer.
Thanks!
Is the sort node for array of strucs working ? nothing happen when i try to use it.
Hi,
did you ever get sorted out?
I also tried to remove the plugin, and even though Iām pretty sure that itās not used anymore, it still crashes upon next restart of the project.
Kind regards,
/hauke
BTW: does anybody have an idea how to check where a specific plugin is used aside from ālook through blueprints that you can openā?
When you open the project file with notepad, is the plugin set to āfalseā?
GetPixelFromT2D is broken in 4.24. Crash. Access violation.
Do not use plugin if youāre not familiar with C++ and donāt want to check the code by yourself before using a node!
I just looked into the UVictoryBPFunctionLibrary::Victory_GetPixelFromT2D function and it
T2D->SRGB = false;
T2D->CompressionSettings = TC_VectorDisplacementmap;
changes the texture settings without letting the user know! The texture will have other settings after calling the node.
Ah, thank you very much, seems to help! Finally I was able to remove the plugin by setting it to āfalseā by hand in the project file. Phew! Thank you!
Just a little warning: plugin does not seem to be fully compatible with the Oculus Quest. I just spent two hours of debugging trying to figure out why my app kept crashing on me ONLY on the Quest, but nowhere else. Turns out it was the usage of the āAppend Stringā (Or āAppend multipleā? Canāt recallā¦) function of the VictoryBP Plugin.
Since I replayced it with the builtin āAppendā function, everything is working smoothly again.