Many thanks for although I still get the "The following modules are missing or built with a different engine version: UE4Editor-VictoryEdEngine.dll UE4Editor-VictoryBPLibrary.dll Would you like to rebuild them now? error with no luck rebuilding them. Should I rebuild my UE4 editor as a whole too?
Here are the 3 core BP nodes that I’ve been using to make of my complicated interacting UMG menus, including an in-game file browser and a menu that allows you to change the materials on any skeletal mesh, while in-game!
These nodes are available to you now!
**Get Widgets of Class**
Allows you to not have to store references everywhere to your widgets, making it easy to interact with the Player Controller and My Character blueprints :)
Also makes it easy to remove a loading screen after a level transition, without storing refs in Game Instance class
Remove Widgets Of Class
You can find and remove any widget any way, no matter where you are in BP! (here I am in the Level BP)
** Tip:**
If you make a general superclass for your widgets (Reparent to a blank UserWidget of your own making), you can clear your entire UI system from the viewport with a single call to RemoveAllWidgetsOfClass, supplying the class that is your super class for your user widgets!
So lets say you have 3 user widgets that you made, make a 4th that is blank, reparent your existing 3 to your new empty 4th widget (“WidgetMaster” for example).
Now you can just call RemoveAllWidgetsOfClass on your new 4th widget, WidgetMaster, and 3 of your existing widgets will be removed automatically from the viewport!
**Is Widget Of Class In Viewport**
Take action based on the dynamic lookup of whether a certain widget is currently visible!
No need to store refs or bools anywhere, just do a dynamic look up that is lightning fast!
♥

you should add some better random number generator in , as default ue uses rand() it would be better to use a random device with a kind of engine and the use of a distribution.
But what specific are you having with the current random generator?
Also, if you give me the whole code,** tested in the current version of my Victory BP Library**, then I can review it and add it to Victory Branch (hee hee!)
Monte Carlo, personally. but also it seems that anytime i see someone use rand() they almost always use the modulo operator on it, which does horrible horrible things. since rand generates from 0 to RAND_MAX and it need to be is in-between them, rand()'s quality is never check, ie it can always return the same number, which conforms to rand()'s implementation. The quality of rand’s distribution is so poorly implemented that low order bits cycle in very short amounts. Also rand() in general is a terrible psudo-random number generator because if its seed is know, prediction is inevitable…
When people use rand() most of the it’s psudo-ness is fine in most applications, but in games, if we don’t want a loaded dice roll we must use something other than rand().