**C++ Source Code**
Remember I always include the entire C++ source code for of the Victory BP Library Nodes in the actual plugin download!
Here's the .cpp for new node
```
bool UVictoryBPFunctionLibrary::Actor__TeleportToActor(AActor* ActorToTeleport, AActor* DestinationActor)
{
if(!ActorToTeleport) return false;
if(!ActorToTeleport->IsValidLowLevel()) return false;
if(!DestinationActor) return false;
if(!DestinationActor->IsValidLowLevel()) return false;
//Set Loc
ActorToTeleport->SetActorLocation(DestinationActor->GetActorLocation());
//Set Rot
ActorToTeleport->SetActorRotation(DestinationActor->GetActorRotation());
return true;
}
```
I tried that, but the plugin didnāt appear on the plugins list. But if I put it inside the engine plugin folder( UnrealEngine-4.1\Engine\Plugins ) instead, it shows.
Hmm, Iāve got it working fine from the project folder. It doesnāt appear in the default list of plugins on the right, itās in a category at the bottom of the list on the left. I almost overlooked it.
Iāve noticed it doesnāt seem to work with meshes that are in a blueprint(Did I miss something?), Y doesnāt work if the is over a brush/CSG geometry, works fine when over another static mesh or landscape.
None of required to use the Blueprint nodes though! They will work as soon as editor is restarted after checking my plugin as active.
**I am giving my Vertex Snap To Epic**
I am currently reworking the vertex snap to be integrated directly into the engine, no longer a plugin,
![2e14576c31d1833e7d7fc6208633b6c1cad77cb9.jpeg|751x633](upload://6zDxNkGn5ZFGjIGwdlDLBL5sdlv.jpeg)
![acf0bb09fe2b65ba33df013efce5e030beeec616.jpeg|923x636](upload://oFTT3489lBgfZaig4il8XUJVNTU.jpeg)
![5efd65da42eb723a2a376f30831a80d835464d1d.jpeg|925x650](upload://dyjME8XsQ4g9aEKNAiVtR1Ylpgx.jpeg)
you can vote for it here!
https://forums.unrealengine.com/showthread.php?3275-Giving-my-Vertex-Snap-Editor--to-Epic-as-Pull-Request
ooooh, yea that makes sense Xodroc! Cause BSP is not getting detected by my trace method with the Y drop-to-nearest surface !
Thanks for clarifying that!
Iāve not put much energy into the Plugin vertex snap and other Victory Editor Mode features since Iām busy integrating vertex snap directly into the Engine
**Video of UE4 Vertex Snap Editor Integration**
is an alpha footage video of UE4 Vertex Snapping, as a built in that will come with the Editor!
https://www./fW23S0DlF3g
You can vote for it here!
https://forums.unrealengine.com/showthread.php?3275-Giving-my-Vertex-Snap-Editor--to-Epic-as-Pull-Request
The download link in original post is now updated with two new nodes!
**Get Screen Resolutions**
Obtains a list of the screen resolutions supported by the user's current display adapter!
**Option to include or exclude the refresh rates that are available for each resolution!**
**New version of Get Screen Resolutions**
![3975ab3d6a15f4e36483e111fc160973adf7e86d.jpeg|1280x960](upload://8cjjRazEUm77M7U8S6HTegXHO5n.jpeg)
Combine Strings
Combine two strings with an optional separator and labels that will appear in front of each member of the pair.
Picture
I used the two nodes above to print out a listing of supported screen resolutions, on the press of a key, using blueprints!
(open in new tab to see full size)
https://d3ar1piqh1oeli.cloudfront.net/e/e0/ScreenResolutions.jpg/1400px-ScreenResolutions.jpg
I guess I should have explained my suggestion better (but I was trying to be quick hehe). I meant using the arrow keys to nudge the actor a one (grid) slot. Sometimes you want to move that actor one space over and but the mouse moves it two, or three. It really becomes a pain when working with large objects, etc.