Thanks for the suggestion, . I tried that but it still crashes. Ah well, it’s not so important. It isn’t part of the gameplay, it’s just for me to make some icons.
In the meantime, anyone can send me a donation via my lighting fitness website!
**Victory BP Library Donations Page**
If my plugin has benefitted you and you'd like to send me a donation, you can do so via the link below:
**Victory BP Library Donations**
http://lightningfitness.org/donate/
:)
Victory Absolute Paths! Live as of March 3rd 2015 build
Get the File Path to your project .exe, your project root directory, and more!
These paths are dynamically updated even if you move the entire project to a new location on your computer!
** these nodes are fully compatible with packaged builds and return absolute paths!**
These nodes also work in Development/Editor builds!
**More Power For You in BP**
Now you can easily create your own folders/files, relative to the project root directory or your project's .exe!
Please note that in editor builds, the .exe returns your UE4Editor.exe location, but in packaged games it returns your game's .exe

Recommendation:
I recommend using the Project Game directory for most of your relative path needs! works the same in Editor and packaged builds!
You can also get your Saved and Logs folders for your project in both packaged and editor builds!
**Download**
**Latest plugin download on the UE4 Wiki: (7.99 mb) **
https://wiki.unrealengine.com/File:VictoryPlugin.zip
Victory Plugin on Media Fire
If your browser is not updating the Wiki download page to the most recent version, you can use my alternative Media Fire download link!
Please note clicking link will not start a download instantly, it will just take you to the Media Fire file description.
**C++ Source Code For You**
Here is the C++ source code I wrote just earlier today!
```
/** node relies on http://api.ipify.org, so if node ever stops working, check out http://api.ipify.org. Returns false if the operation could not occur because HTTP module was not loaded or unable to process request. */
UFUNCTION(BlueprintCallable, Category="Victory PC")
bool VictoryPC_GetMyIP_SendRequest();
/** Implement event to receive your IP once the request is processed! requires that your computer has a live internet connection */
UFUNCTION(BlueprintImplementableEvent, Category = "Victory PC", meta = (DisplayName = "Victory PC ~ GetMyIP ~ Data Received!"))
void VictoryPC_GetMyIP_DataReceived(const FString& YourIP);
void HTTPOnResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
```
```
bool AVictoryPC::VictoryPC_GetMyIP_SendRequest()
{
FHttpModule* Http = &FHttpModule::Get();
if(!Http)
{
return false;
}
if(!Http->IsHttpEnabled())
{
return false;
}
//~~~~~~~~~~~~~~~~~~~
FString TargetHost = "http://api.ipify.org";
TSharedRef < IHttpRequest > Request = Http->CreateRequest();
Request->SetVerb("GET");
Request->SetURL(TargetHost);
Request->SetHeader("User-Agent", "VictoryBPLibrary/1.0");
Request->SetHeader("Content-Type" ,"text/html");
Request->OnProcessRequestComplete().BindUObject(, &AVictoryPC::HTTPOnResponseReceived);
if (!Request->ProcessRequest())
{
return false;
}
return true;
}
void AVictoryPC::HTTPOnResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{
->VictoryPC_GetMyIP_DataReceived(Response->GetContentAsString());
}
```
**Latest plugin download on the UE4 Wiki: (8 mb) **
**Victory Plugin on Media Fire**
If your browser is not updating the Wiki download page to the most recent version, you can use my alternative Media Fire download link!
Please note clicking link will not start a download instantly, it will just take you to the Media Fire file description.
https://www.mediafire.com/?g6uf9kt5ueb2upj
Enjoy!
:)
I had to make a fix to get it building under Linux - the diff follows.
Have you considered putting your code on Github so people can send you pull requests for fixes/additions that you can easily decide to accept or not? If you are wlling, I offer to help set it up for you.
Now I need to see how to deal with the Dedicated Server build failing because VictoryBPLibrary depends on UElibPNG - the build error:
Building DescentServer...
Using clang version '3.5.0' (string), 3 (major), 5 (minor), 0 (patch)
Linux dedicated server is made to depend on UElibPNG. We want to avoid , please correct module dependencies.
ERROR: Exception thrown while processing dependent modules of VictoryBPLibrary
Exception thrown while processing dependent modules of ImageWrapper
ERROR: Unable to instantiate instance of 'UElibPNG' type from compiled assembly 'DescentServerModuleRules'. Unreal Build Tool creates an instance of your module's 'Rules' in order to find out about your module's requirements. The CLR exception details may provide more information: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> ERROR: Linux dedicated server is made to depend on UElibPNG. We want to avoid , please correct module dependencies.
Edit: I had to remove ImageWrapper as a dependency and ifdef out code using it in the plugin to get DedicatedServer to build.
Using my new suite of BP nodes, you can create as many of your own custom config file sections as you want!
You can both create and retrieve ini variables with any name and fundamental type that you want!
**Supported Types:**
Bool
Int
Float
Rotator
Vector
Color
String
Why Use a Config Var?
Config vars have several benefits
Persistent data storage without using a SaveGame struct or GameInstance, store simple quantities of data and player customization way! Data is stored between level loads and even after the current instance of the game is shut down.
So in way config vars have greater persistence than the GameInstance class!
Player-Driven Customization, Players of your game can tweak the config vars that you make available for them on their hard disk, by editing the .ini file directly, just like AAA games! is the most significant advantage of using config files, and their real core purpose.
Simplicity, simpler to use than the BP SaveSystem (which is quite wonderful by the way), but not quite as powerful in that you can only store basic data types, not UObjects and Actors.
**Organization, **you can create as many config header sections as you want using my nodes, organizing your custom settings way!
**Game.ini**
of your custom created config vars and sections are stored in:
**Saved/Config/Windows/Game.ini**
Players can navigate to location on their harddrive to edit your ini files just like any AAA game would allow!
Here's what my **Game.ini** file looks like after running some tests!
```
[DebugWindows]
ConsoleWidth=160
ConsoleHeight=4000
ConsoleX=-32000
ConsoleY=-32000
[/Script/UnrealEd.ProjectPackagingSettings]
BuildConfiguration=PPBC_Development
StagingDirectory=(Path="E:/MYPROJECT_DELETE")
FullRebuild=True
ForDistribution=False
UsePakFile=True
UseOBB_InAPK=False
CulturesToStage=en
[Victory]
BoolVar=True
VectorVar=X=1.000 Y=2.000 Z=9000.123
StrVar=Yay For Custom Config Vars!!!
FloatVar=234.000000
```
**Now you have fully featured ability to use config variables entirely in BP!**
That’s awesome thank you! Using last node would be possible for me to save and reload any character information on a text file too, like an easy to edit save file?
For example character inventory, points/money, objects on a “house” on a savegame.sav (or txt, of course the extension doesn’t matter).
I’m a little bit late with but I just found out about 4.8’s procedural mesh component. I successfully imported and converted an obj file to an ingame mesh using your plugin but it took some to create the mesh. Is there any way a bp node could be added that saves the imported mesh for later use? Maybe as an .uasset file?
Edit: Nevermind, I tried the obj import again and there were more problems than achievements.
You could use the game.ini config file for purpose, if you do want people to be able to go in and edit the values!
You can’t save pointers though, only basic types, so you’d need to do a Switch on String based on house name to then give those objects back to the player after loading from file.
AI Navigation ~ Move To With Filter, Create Custom Pathing Using Nav Modifiers
Dear Community,
I’ve created a video and a sample BP-Only project (+ my Victory Plugin) that shows you how to use Nav Modifier Volumes and Navigation Query Filters to create custom pathing for your units!
=xwdVQQtQa8s
**Use Case: Electric Currents and 2 Types of Characters**
In my example, I have two types of units.
The **blue unit** is immune to electricity, and does not need to path around electric currents.
The **red unit** bids us a fond farewell if it passes thruogh an electric current.
So in case I can't just block of areas that have electric currents completely from the nav mesh, or else the blue unit cannot pass through freely as it should be able to, taking a shortcut as a result.
** is a case where Nav Modifiers and Query Filters really shine!**
I only want to **filter out** certain sections of the nav mesh for the red unit, while still allowing the blue unit to pass through those areas freely.
Custom BP Node
In order to actually be able to use query filters and nav modifiers in a BP only project effectively, I made a custom BP node, AI Move To With Filter.
node allows me to tell the unit to move to a certain location, while using a query filter, only in Blueprints!
**Changes Nav Behavior Filters ~ Per Move ~ If You Want To!**
Using my Victory BP Library node, you can actually have a unit changes its navigation filter per move if you want to!
enables you to have the AI respond to dynamic level conditions (like if the electricity in my example gets turned off), or if you just want the AI to confuse the player by randomly switching its pathing preferences!
Project Download Link
Visit my Community Content Thread for full details and updates:
**Latest plugin download on the UE4 Wiki: (8 mb) **
https://wiki.unrealengine.com/File:VictoryPlugin.zip
Victory Plugin on Media Fire
If your browser is not updating the Wiki download page to the most recent version, you can use my alternative Media Fire download link!
Please note clicking link will not start a download instantly, it will just take you to the Media Fire file description.