It is the same one
Currently I am facing the above error: unable to load âApexDestructionâ plugin.
I found an older post here which described that error occured since the plugin is placed in Project folder and not Engine folder.
I also tried enabling the ApexDestruction plugin (even though my project does not use it).
That error no longer occurs but I am struck at a loading screen.
Iâm also facing the same above error regarding the ApexDestruction plugin. Iâm not using it in my project at , but I canât disable it because VictoryPlugin apparently requires it.
Someone got Plugin working for Unreal Engine 5.0.1?
How to Get Animated Vertex Positions(skeleton mesh) through blueprint are C++.
USkeletalMeshComponent* Mesh,
TArray& Locations,
bool PerformPawnVelocityCorrection
){
if(!Mesh || !Mesh->SkeletalMesh)
{
return false;
}
//~~~~~~~~~~~~~
Locations.Empty();
//~~~~~~~~~~~~~
Mesh->ComputeSkinnedPositions(Locations);
FTransform ToWorld = Mesh->GetComponentTransform();
FVector WorldLocation = ToWorld.GetLocation();
//Pawn Velocity Correction
UPawnMovementComponent* MovementComp = nullptr;
if(PerformPawnVelocityCorrection)
{
APawn* Pawn = Cast<APawn>(Mesh->GetOwner());
MovementComp = (Pawn) ? Pawn->GetMovementComponent() : NULL;
}
bool DoVelocityCorrection = PerformPawnVelocityCorrection && MovementComp;
//Pawn Velocity Correction
for(FVector& EachVertex : Locations)
{
EachVertex = WorldLocation + ToWorld.TransformVector(EachVertex);
if(DoVelocityCorrection)
{
EachVertex += MovementComp->Velocity * FApp::GetDeltaTime();
}
}
return true;
}
With , I am unable to create node giving some issues and Which part go to where like .H Are .Cpp
Any one can help on if you have idea.
Thank you for your hardwork!
Hey @ ,
Is it possible to get notified when the cmd line process completes. I run ffmpeg.exe to encode an mxf video file to mp4 and I want to know when the encoding finishes. Is it possible?
Thanks,
Hi, I am sorry for interupting you with a stupid question. I have a project which I moved from drive to drive and folder to folder. Itâs using version 4.27 and I have the following errors when compiling, it might be because in some place there is still a reference to old location or is it something else ?
warning C4996: âTCastImpl<From,To,ECastType::FromCastFlags>::DoCastâ: Cast<>() and CastChecked<>() should not be used with FProperties.
â>VictoryBPFunctionLibrary.h(1780): note: see reference to function template instantiation âTo *Cast<FArrayProperty,FProperty>(From *)â
VictoryBPFunctionLibrary.cpp(680): warning C4996: USkeletalMesh::RefSkeletonâ: Please do not access member directly;
VictoryBPFunctionLibrary.cpp(4200): warning C4996: âoperator newâ: Placement new on TIndirectArray has been deprecated
VictoryBPFunctionLibrary.cpp(5314): warning C4996: âUEngine::NetworkRemapPathâ
VictoryBPFunctionLibrary.cpp(5454): warning C4996: âFindFieldâ: FindField will no longer return properties.
In my build.cs file I have these settings:
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
//MinFilesUsingPrecompiledHeaderOverride = 1;
//bUseUnity = false; //bFasterWithoutUnity = true;
//bEnforceIWYU = true;
Thankyou in advance!
The first post of thread mentions
link does not work anymore and I cant find the post.
Anyone know where I can find these instructions?
Thank you.
Your plugin was priceless and helped me very much I canât even stress it out. Much respect.
Same.
I get error: UATHelper: Packaging (Windows): ERROR: Expecting to find a type to be declared in a module rules named âVictoryBPLibraryâ in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. type must derive from the âModuleRulesâ type defined by Unreal Build Tool.
PackagingResults: Error: Expecting to find a type to be declared in a module rules named âVictoryBPLibraryâ in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. type must derive from the âModuleRulesâ type defined by Unreal Build Tool.
Please, how do I know what features plugin has?
Please update to 5.1
Youâre welcome, thank you for stopping by to let me know!!!
You can run a periodic timer on your ProcessID and use !
if(FPlatformProcess::IsApplicationRunning(pOVideoCompressH::CompressorProcID))
I might have to make a BP node, which I will do in the UE5 version.
Are you moving on to UE5 or staying with UE4?
UE5 Victory Plugin is Here!
Merry Christmas Everyone!
I hope you have a Joy-filled Christmas!
For anyone who is not moving on to UE5 please let me know, Iâve been doing my recent updates in UE5, but if there are certain nodes you still need in UE4 let me know!
thank you for your afford it is helpful for me
Hi @ , I used the Color Picker in a project (UE5.1.1) with the Victory plugin 5.1, but when building I get this error message:
[Compiler] OnColorChanged (ColorSelector) does not have a valid matching component!
In use pin New Color no longer exists on node OnColorChanged (RamaColorPicker_0) . Please refresh node or break links to remove pin. from Source.
I tried refreshing the nodes but still the same error when building the project.
Itâs weird because this error is only visible when building, in the editor it works fine.