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

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?

Hey @Rama I found a forum post from way back saying that your Victory Plugin has logic in it to replicate level streaming. I guess the equivalent in UE5 is level instances. I dont suppose theres anything in the UE5 Victory Plugin to enable replication of level instances?

Hi there!

“Is there a VictoryPlugin that I can use with UE 4.17?
Sorry for my poor English. Thank you in advance!”

Here is Victory Plugin for 4.17 !

:heart:

Rama

Yes you can use these nodes!

Victory_LoadTexture2D_FromFileByExtension

Victory_LoadTexture2D_FromFile

/** Load a Texture2D from a JPG,PNG,BMP,ICO,EXR,ICNS file! IsValid tells you if file path was valid or not. Enjoy! -Rama */
	UFUNCTION(BlueprintCallable, Category = "Victory BP Library|Load Texture From File",meta=(Keywords="image png jpg jpeg bmp bitmap ico icon exr icns"))
	static UTexture2D* Victory_LoadTexture2D_FromFileByExtension(const FString& FullFilePath,EJoyImageFormats ImageFormat,bool& IsValid, int32& Width, int32& Height);
	
	/** Load a Texture2D from a JPG,PNG,BMP,ICO,EXR,ICNS file! IsValid tells you if file path was valid or not. The image type is assumed from an extension such as .jpg, .png, .bmp. Enjoy! -Rama */
	UFUNCTION(BlueprintCallable, Category = "Victory BP Library|Load Texture From File",meta=(Keywords="image png jpg jpeg bmp bitmap ico icon exr icns"))
	static UTexture2D* Victory_LoadTexture2D_FromFile(const FString& FullFilePath,bool& IsValid, int32& Width, int32& Height);

:heart:

Rama

@Rama thanks so much for this awesome plugin and great collection of BP nodes.

I’m using it for the Create Proc node to launch a Node.js server. Works great.

But, I can’t figure out how to kill or close the process - there doesn’t seem to be a symmetrical node to kill the process with a PID.

Reason - the process launches a server, but I also need to kill that process when Unreal exist, otherwise the next time I launch UE, that process is still running and my server throws an error because it’s already running.

So I’d like to be able to kill that process given the PID that you get from the Create Proc node.

As a bonus, if I could access that process’ STDIN so I could send messages like CTRL-C to exit my server, that would be extra sweet. So far I can only access STDOUT (which is amazing by the way).

Thanks and Namaste!

Hi there @dot.tominator !

Namaste!

Adding support for standard input is on my to do list, please PM me to discuss further.

:heart:

Rama

1 Like

How did you fix it exactly? I get the crash and the error on every blueprint I want to open. So I am not able to change any blueprint code to fix that issue.

Assertion failed: NewOperatorInputA [File:D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_CommutativeAssociativeBinaryOperator.cpp] [Line: 297]

Because of that my project seems corrupted, I can’t even open a map. How do I fix this?