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

Hi @after some !

Please, would you consider adding some more nodes to get useful info? Here you are my suggestions:

  • Get gamepad name (UE already included that node… but it shows Generic even with a Xbox controller connected). It would be really useful when indicating inputs to be pressed in any game, depending on the gamepad you are using.
  • Get CPU name
  • Get CPU cores
  • Get CPU frequency
  • Get RAM memory
  • Get used RAM
  • Get free RAM

So happy to see it in UE5 too :smiley:

Thank you very much and best regards!

1 Like

I’m having exact same problem anyone know how to fix?

HI @ ,

I want Metadata like.

Get meta human character vertex data.
Get socket location for each frame in my shot.
Get screen location from character.
Export bone location data for each frame to .CSV (able export array not vector).
Can I get these kind of data posted so many groups problem not solved if you are any one replay it will use full.

Thanks for you plugin its wonderful.

@Fantastic work! Hopefully the entire library can be ported over to UE5. Would be glad to contribute via a Patreon donation.
Questions - are there any video walkthrus that show the advantages of some of your nodes?
and
What would be the advanatge of using your Set and Get Custom Config Var nodes over simply using the DefaultEngine.ini file?

Hello @stucki did you found the problem with it? I have warnings when opening the project that are similar, I am checking what can it be and found your post… thanks !:.

4.27 Is Here!

Enjoooy!

:heart:

1 Like

The idea behind those nodes is to be able to change the config vars at runtime, even in packaged game, as a sort of save system, for storing user chosen settings, like screen resolution for example :slight_smile:

:heart:

PS: 4.27 Release Is Above!

One huge problem I am having is modifying individual properties of the PostProces Volume via Blueprints.
Is a of the Victory plugin?

Hi, I just use node “Victory PC Get My IP Send Request” but it seems wrong. Return value I think that should be a string instead of bool. How do I get the IP when the Return Value is bool. I had zero knowledge C++ so I can’t edit it either.

I would love to see nodes for GPU Temperature, Audio Output and Display Adapter.

Trying to sort a struct by String
The struct has a string variable called Word I’m trying to sort by
Untitled-2
Does it have to be a Name variable for to work?

Get unix node gives me errors when I compile with 4.27.
Any idea why ?
Thank you

Is there a way to use plugin in ue5

Hello ,

Hope you are doing well. Just need a little bit help. If I am running parent exe file and want to open external exe file using create process. Is there any command line or any option available that I shouldn’t see black screen and external exe will display when it’s completely loaded. Let me know if you have any clue in mind. Because I have more than 100 application and can’t add loading screen to everyone. So just I want to play only in parent exe file

Regards,

Hi everyone! I’ve installed Victory plugin but run into a strange bug. In the UMG there is no Joy color wheel to drag to the canvas, anybody faced already?

Hi. Am currently trying to change my cube in scene to change the material through the Victory Load Texture 2D from File. Getting true from my string and it says it changes but the material stays absolute the same. Does anyone have a blueprint photo so I may view how you have ? Can’t seem to wrap my head around the problem and been sitting with it day.

Hi @

Does the VictoryPaths__SavedDir function get the saved directory in the
Username/AppData/Local/ProjectName/Saved/ folder in a shipping package?

I saw your post from 2014 where a dev ( Dale) said to use
FPlatformProcess::UserDir()

In your library it uses
return FPaths::ConvertRelativePathToFull(FPaths::ProjectSavedDir());

If not is the correct why to get directory?
return FPaths::ConvertRelativePathToFull(FPlatformProcess::UserDir());

I figured it out

FString Temp = FPaths::ConvertRelativePathToFull(FPlatformProcess::UserSettingsDir());
Temp.Append(FApp::GetProjectName());
Temp.Append("/Saved/");
return Temp;

Return = C:/Users/UserName/AppData/Local/GameName/Saved/

Has anyone else ran into error when trying to run a project on an device (while using a victory node in their project)?

Error: Couldn't find file for package /Script/VictoryBPLibrary requested by async loading code. NameToLoad: /Script/VictoryBPLibrary

I’ve a blank project with a single victory node hooked up and compiled for android, compiles fine but as soon as the victory node is fired (doesn’t matter which node) the game crashes with the above error logged…

Tested with 4.26 and 4.27

I’m getting same error when attempting to use the Victory Plugin on practically a blank game on an android:
Error: Couldn't find file for package /Script/VictoryBPLibrary requested by async loading code. NameToLoad: /Script/VictoryBPLibrary

What file is ? The error doesn’t even hint at the file type its looking for.

It seems like it’s trying to reference the Victory plugin’s library, how can I have the plugin’s library packaged in the .apk? Do I need an obb with the library? Do I need to have the plugin alongside the .apk??? PLEASE HELP!

On unreal 4.27