I don’t know if you fixed it or still need a fix, but just in case, you should download the engine-appropriate zip (i.e. the 4.24 version for 4.24, the 4.25 version for 4.25) from the first post in thread, as the the [FONT=Courier New]IImageWrapper::GetRaw signature changed in 4.25. So the error comes from the .cpp being made for the wrong signature.
yea fixed it. I was trying to use it with the chaos demo project and it didn’t like it at . had to disable the build chaos line to get it to compile. chaos sets some variable the plugin didnt like. already fixed in an update i guess since now i can add compile chaos.
once i took out the build chaos i added to enable chaos it started working. it was an oddity
is a great idea! I will work on when I have !
is also a great node idea, I wll look into !
4.26 Update Is Here!
Dear Victory Plugin Users,
Here is 4.26 !!!
http://www.mediafire.com/file/0q10k9…gin26.zip/file
Enjooooooy!
thank you ~
Thank you so much
btw I got 4.26 working on a 4.25 version of the victory plugin just by changing one line:
VictoryPC.cpp:79 to
auto Request = Http->CreateRequest();
Was faster than downloading it from the link
Hi,
I have recently created a plugin to import the audio files with mp3, ogg, wav, flac in runtime.
hi, first let me thank you very much for very useful plugin !!!
i mainly use it for storing load/savegame thumbs-textures.
i have one question about it:
the textures stored seem very dark compared to my screen output of the scene.
is there any way to get the exact screen output ?
i tried messing with brightness in the 2d capture texture, but it wont make any difference …
kind regards
stucki
Hi,
Thanks for the great plugin @, It works like a charm and helped me a lot with my game. But I am currently trying to port my game to and I think it is causing the app to crash (I am on 4.26), I was wondering does plugin support android? Or am I just doing something wrong and that’s the reason for the crash?
Here the error I am getting before the crash happens.
Thanks
In case you are still looking for an answer, these settings inside the texture render target should make the image look the same as in the engine
I figured it out in case someone is having the same:
Open the .uplugin and add to the target platform wite list, then build it for and it works like a charm.
Thanks again for the great plugin
For the sake of documenting what was a really long struggle getting seeking / start from / any deeper audio issues with an vorbis OGG -> soundwave importer, i found that UE4 relies on both the RawData and RawPCMData part of a soundwave to perform tasks deeper than just playing audio, the solution i found was to use the SerializeWaveFile function on pcm data to make a normal .wav type rawdata and then set the rawdata that way. I’m not certain if works in packaged games. Code for setting the RawData:
//SERIALIZE PCM AND FILL IN RAW DATA
TArray < uint8 > rawSerialized;
SerializeWaveFile(rawSerialized, sw->RawPCMData, info.SampleDataSize, info.NumChannels, info.SampleRate);
sw->RawData.Lock(LOCK_READ_WRITE);
void* LockedData = sw->RawData.Realloc(rawSerialized.Num());
FMemory::Memcpy(LockedData, rawSerialized.GetData(), info.SampleDataSize);
sw->RawData.Unlock();
**Full Frankenstein OGG import code: **
USoundWave* **XXXXXXXXX**::GetSoundWaveFromOGGFile(const FString& filePath, bool& Success){
if (filePath == "") { Success = false; return nullptr; }
char* filePathChar = TCHAR_TO_ANSI(*filePath);
USoundWave* sw = NewObject<USoundWave>(USoundWave::StaticClass());
if (!sw) { Success = false; return nullptr; }
TArray < uint8 > rawFile1;
FFileHelper::LoadFileToArray(rawFile1, filePath.GetCharArray().GetData());
FByteBulkData* bulkData = &sw->CompressedFormatData.GetFormat(TEXT("OGG"));
bulkData->Lock(LOCK_READ_WRITE);
FMemory::Memcpy(bulkData->Realloc(rawFile1.Num()), rawFile1.GetData(), rawFile1.Num());
bulkData->Unlock();
FSoundQualityInfo info;
FVorbisAudioInfo vorbis_obj;
if (!vorbis_obj.ReadCompressedInfo(rawFile1.GetData(), rawFile1.Num(), &info))
{
return nullptr;
}
else
{
sw->SoundGroup = ESoundGroup::SOUNDGROUP_Default;
sw->NumChannels = info.NumChannels;
sw->Duration = info.Duration;
//sw->TotalSamples = info.SampleDataSize;
sw->RawPCMDataSize = info.SampleDataSize;
sw->SetSampleRate(info.SampleRate);
// - Decompress and bake PCM Data from file into SoundWave
sw->RawPCMData = (uint8*)FMemory::Malloc(sw->RawPCMDataSize);
vorbis_obj.ExpandFile(sw->RawPCMData, &info);
sw->bDecompressedFromOgg = true;
//SERIALIZE PCM AND FILL IN RAW DATA
TArray < uint8 > rawSerialized;
SerializeWaveFile(rawSerialized, sw->RawPCMData, info.SampleDataSize, info.NumChannels, info.SampleRate);
sw->RawData.Lock(LOCK_READ_WRITE);
void* LockedData = sw->RawData.Realloc(rawSerialized.Num());
FMemory::Memcpy(LockedData, rawSerialized.GetData(), info.SampleDataSize);
sw->RawData.Unlock();
}
if (!sw) { Success = false; return nullptr; }
Success = true;
return sw;
}
Hey !!
I think I remember you had a plugin that allowed for much better performance when dealing with thousands of destructible meshes? Thanks man and great to hear from you as always,
Dj
thx very much. Yes i am still searching … will try tomorrow !!
, could you possibly look into these node suggestions?
-capsule trace with orientation (i hear exists in C++ but the blueprint capsule trace mysteriously lacks it?)
-trace by distance and direction nodes: so for example instead of setting end points, you just set a starting point, unit vector direction, and float distance
-exposed engine quaternion and spherical interpolation functions
-vector += and -= like you have for floats currently
-clamp vector and clamp rotator to closest of number given directions, for example returning only 8 directions or 4 directions
thank you for your hard work, and for such a wonderfully useful plugin.
Hi, -
I’m having difficulty using your plugin - Could you help me out? How should I use “Load string from file”? I get the txt file and plug it into the file path -> but the “result” has no value-> therefore I have nothing to “Parse into Array”. is a simple setup, but it does not recognize my selected file.
Hi ,
I encountered a crash in your VictoryBPFunctionLibrary.cpp.
in
Victory_LoadTexture2D_FromFile
if I pass in an EXR file, it will crash in line
FMemory::Memcpy(TextureData, UncompressedBGRA.GetData(), UncompressedBGRA.Num());
for TextureData is made of 8 bit but EXR data is usually more than 16 bit.
I modified
ImageWrapper->GetRaw(ERGBFormat::RGBA, 8, UncompressedBGRA) to
ImageWrapper->GetRaw(ERGBFormat::RGBA, bitDepth, UncompressedBGRA)
the program passed.
Another question is, I fed the final UTexture2D into HDRIBackdrop it became white, for it needs TextureCube?
Is it possible for Victory_LoadTexture2D_FromFile to get UTextureCube instead?
Thanks.
Richard
Yes, it was a pain but it crashes cause there are some functions form plugin that still in your blueprint. When crashes we find what class cause the crash and i look in class for nodes.
I dont know better alternative for that. Try to remember what nodes you used and look for them in find mode with binoculars icon
How do you install plugin