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

Regaridng APEX

I will make a non-APEX version soon!

:sparkling_heart: Victory Plugin for UE5 :sparkling_heart:

Here you go!

:heart:

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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,


image
ERROR Packaging for android :confused:

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. It’s 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: ‘TCastImpl<From,To,ECastType::FromCastFlags>::DoCast’: Cast<>() and CastChecked<>() should not be used with FProperties.
–>VictoryBPFunctionLibrary.h(1780): note: see reference to function template instantiation ‘To *Cast<FArrayProperty,FProperty>(From *)’

VictoryBPFunctionLibrary.cpp(680): warning C4996: USkeletalMesh::RefSkeleton’: Please do not access member directly;

VictoryBPFunctionLibrary.cpp(4200): warning C4996: ‘operator new’: Placement new on TIndirectArray has been deprecated

VictoryBPFunctionLibrary.cpp(5314): warning C4996: ‘UEngine::NetworkRemapPath’

VictoryBPFunctionLibrary.cpp(5454): warning C4996: ‘FindField’: 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 can’t 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 ‘VictoryBPLibrary’ in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. type must derive from the ‘ModuleRules’ type defined by Unreal Build Tool.
PackagingResults: Error: Expecting to find a type to be declared in a module rules named ‘VictoryBPLibrary’ in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. type must derive from the ‘ModuleRules’ type defined by Unreal Build Tool.

Please, how do I know what features plugin has?

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Please update to 5.1

You’re 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!

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:zap: :sparkling_heart: :zap: Merry Christmas Everyone! :zap: :sparkling_heart: :zap:

I hope you have a Joy-filled Christmas!

For anyone who is not moving on to UE5 please let me know, I’ve been doing my recent updates in UE5, but if there are certain nodes you still need in UE4 let me know!

:heart:

1 Like

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.
It’s weird because this error is only visible when building, in the editor it works fine.

hi,
is it possible to use the “GetAnimatedVertexLocations” within material functions in UE5?

How do you use the Sort function? I’ve got an array of structs, that has nested structs, and I’d like to sort the array by one of the variables in one of the nested structs. I see there is a variable name, but I’ve put in every possible combination of syntax that I know and it just wont sort it. Any help??!?!?!?!?

Do you have this issue in UE5.0.3 ?

I will investigate soon!

The Get Vertex locations nodes do not work in a packaged game in UE5, I am investigating how to obtain this information in packaged builds.

I will let you know when I have something to report!

:heart:

Rama

Hello, I am using the Simulate Keypress node, and I am unable to find a way to input values into the Y and X axis. Is this not available or how would I go about doing it using this node?
image

An example would be to make a first person character look left and right. At the moment when using the X axis keypress on right thumbstick (fps template) it just turns to the right. Or only down on the Y axis.

@Rama
Hello! Thank you for your continued support.
I have packaged it in HTML format using VictoryPlugin17 with UE 4.17. However, I was able to package it, but after uploading it to the server, an error occurred and it did not start.
Is there a VictoryPlugin that I can use with UE 4.17?
Sorry for my poor English. Thank you in advance!

Hello! Is your plugin could load a picture from a folder in PC and stream it in a UE build on a mesh?