Hey , first of , I want to GREATLY thank you, for what you so far, you saved me a lot of, since I’m not that great with c++, so yeah, thanks for that!
But I come here to report a little bug, when I use your node called “Screen Shots rename move most recent”, it’s rename file extension to bmp, but screenshots taken in png, so after I load screenshot and make it texture2d, it’l be none. It can easily be fixed using your another node “Victory Load Texture 2D from file”, and choosing there png, even if file name extension is bmp.
So yeah, not a big deal since I found a fix, but it’l be neat if it worked perfectly good.
**Latest plugin download on the UE4 Wiki: **
https://wiki.unrealengine.com/File:VictoryPlugin.zip
**Latest plugin packaged binaries, Win32 Shipping and Win64 Development on UE4 Wiki: **
https://wiki.unrealengine.com/File:VictoryPluginPackaged.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.
Editor binaries and Packaged binaries in one file: Win32 Shipping and Win64 Development Supported
**Note on Packaging Victory Plugin**
https://forums.unrealengine.com/showthread.php?3851-(39)--s-Extra-Blueprint-Nodes-for-You-as-a-Plugin-No-C-Required!&p=368790&viewfull=1#post368790
Enjoy!
:)
, thanks for the fix it worked! But I want to ask about one more thing, can you add overwrite functionality to node? Because if the file with “New name” name exist, it will do nothing.
Or “Remove File” node will be great actually
Thanks for everything again, best regards.
PS: Oh and I actually wanted to try and add functionality by myself, but I can’t understand how to properly open and compile your source codes.
Update: Oh and seems like your sort function or something else, take not the newly made screenshot, but the oldest available.
How to Package My Plugin Without Affecting BP-Only Project
You can follow these steps:
You can make a separate project that is c++,
then package that project for shipping 64bit,
then move the entire plugin folder, without Intermediate, over to your BP only project.
Intermediate folder is huge and not needed for distribution.
I am not getting paid to do anything of what I do with my Victory BP library so my to cover every possible case is limited by my need to make money to eat and live and such.
Here is my donations page if you’d like to help remedy matter:
Victory BP Library Donations
I’ve now described how you or anyone can package for any platform and then include my plugin packaged binaries with their main, non-C++ project.
**Latest plugin download on the UE4 Wiki: **
https://wiki.unrealengine.com/File:VictoryPlugin.zip
**Latest plugin packaged binaries, Win32 Shipping and Win64 Development on UE4 Wiki: **
https://wiki.unrealengine.com/File:VictoryPluginPackaged.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.
Editor binaries and Packaged binaries in one file: Win32 Shipping and Win64 Development Supported
**Note on Packaging Victory Plugin**
https://forums.unrealengine.com/showthread.php?3851-(39)--s-Extra-Blueprint-Nodes-for-You-as-a-Plugin-No-C-Required!&p=368790&viewfull=1#post368790
Enjoy!
:)
I want to give the user the ability to import their own meshes into my game via the mapbuilder. So they just place their wave ( *.obj ) file in a certain folder and see it available inside the game.
The code in node was first presented by Epic staff, Marc Audy, as code used in Fortnite.
I’ve fully implemented the code as well as making it user-friendly.
In particular I’ve presented a solution for ensuring you can spawn multiple instances of the same UE4 level, by giving you an “Instance Number” that you should increment each you spawn an instance of a level.
allows me to enable you to easily create as many uniquely translated and rotated instances of a level as you want!
is ideal for Dynamic Level Generation!
**Can Include Landscapes and Other Fancy Level Features!**
In my demo I included a landscape in my level "tile."
Level Scripting / Level Blueprint
You can also include level scripting that will run uniquely per level isntance!
Here’s my implemenation of the code Marc Audy originally presented to the Community, exactly as it is in my Victory BP Library:
bool UVictoryBPFunctionLibrary::VictoryLoadLevelInstance(
UObject* WorldContextObject,
FString MapFolderOffOfContent,
FString LevelName,
int32 InstanceNumber,
FVector Location, FRotator Rotation)
{
if(!WorldContextObject) return false;
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject);
if(!World) return false;
//~~~~~~~~~~~
//Full Name
FString FullName = "/Game/" + MapFolderOffOfContent + "/" + LevelName;
FName LevelFName = FName(*FullName);
FString PackageFileName = FullName;
ULevelStreamingKismet* StreamingLevel = NewObject<ULevelStreamingKismet>((UObject*)GetTransientPackage(), ULevelStreamingKismet::StaticClass());
if(!StreamingLevel)
{
return false;
}
//Long Package Name
FString LongLevelPackageName = FPackageName::FilenameToLongPackageName(PackageFileName);
**//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Here is where a unique name is chosen for the new level asset
// Ensure unique names to gain ability to have multiple instances of same level!
// <3**
//Create Unique Name based on BP-supplied instance value
FString UniqueLevelPackageName = LongLevelPackageName;
UniqueLevelPackageName += "_VictoryInstance_" + FString::FromInt(InstanceNumber);
//Set!
StreamingLevel->SetWorldAssetByPackageName(FName(*UniqueLevelPackageName));
**//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~**
if (World->IsPlayInEditor())
{
FWorldContext WorldContext = GEngine->GetWorldContextFromWorldChecked(World);
StreamingLevel->RenameForPIE(WorldContext.PIEInstance);
}
StreamingLevel->LevelColor = FColor::MakeRandomColor();
StreamingLevel->bShouldBeLoaded = true;
StreamingLevel->bShouldBeVisible = true;
StreamingLevel->bShouldBlockOnLoad = false;
StreamingLevel->bInitiallyLoaded = true;
StreamingLevel->bInitiallyVisible = true;
//Transform
StreamingLevel->LevelTransform = FTransform(Rotation,Location);
StreamingLevel->PackageNameToLoad = LevelFName;
if (!FPackageName::DoesPackageExist(StreamingLevel->PackageNameToLoad.ToString(), NULL, &PackageFileName))
{
return false;
}
//~~~
//Actual map package to load
StreamingLevel->PackageNameToLoad = FName(*LongLevelPackageName);
//~~~
// Add the new level to world.
World->StreamingLevels.Add(StreamingLevel);
return true;
}
**Latest plugin download on the UE4 Wiki: **
https://wiki.unrealengine.com/File:VictoryPlugin.zip
**Latest plugin packaged binaries, Win32 Shipping and Win64 Development on UE4 Wiki: **
https://wiki.unrealengine.com/File:VictoryPluginPackaged.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.
Editor binaries and Packaged binaries in one file: Win32 Shipping and Win64 Development Supported
**Note on Packaging Victory Plugin**
https://forums.unrealengine.com/showthread.php?3851-(39)--s-Extra-Blueprint-Nodes-for-You-as-a-Plugin-No-C-Required!&p=368790&viewfull=1#post368790
Enjoy!
:)
So if you have an instance of a level, will it maintain the same characteristics of that level at times, or only the characteristics that existed when you spawned the instance?
So in my case, if my main map is the primary map, and I spawn map instances to handle world wrap, will the instances update automatically or will I have to respawn them to get updated info into them?
My guess is that it will be only the meshes ( maybe materials too ) because there is only one graph for the level’s logic in blueprint, and it can’t have duplicated variables.
load level instance = the hero!
you finally implemented an essential part of my wip strategy game, thanks!
and thanks to the guys dealing with it on the other 2 threads, it is worthy to read them to understand what happens:
Pretty sure only characteristics that existed at the of spawning get updated, the actors and the level BP become unique after being instanced!
had advantages if you want to create variations of each level instance, like rotating them in different ways or activating level BP “variants” that run on a simple integer/enum
That is what I figured, but the instances mirroring the state of the parent would have been a nice bonus! Being able to blanket copy the existing level and respawning it to get the most current game state should work well enough.
Enjoy getting the screen resolutions of the end user’s hardware in your game now!
It is obtained from the user’s display adapter directly! No guessing or preset values!
Works in packaged games!
**Latest plugin download on the UE4 Wiki: **
https://wiki.unrealengine.com/File:VictoryPlugin.zip
**Latest plugin packaged binaries, Win32 Shipping and Win64 Development on UE4 Wiki: **
https://wiki.unrealengine.com/File:VictoryPluginPackaged.zip
Enjoy!
:)
I have a good idea for a node.
If you can take the vertices positions from an obj you can use them to generate mesh ( still without UV ) but can be a really cool .
It will give the user to add obj meshes to packaged game.
Procedure.
1.Obj->Extract vertices locations.
2.I’m pretty sure you are familiar with one
We will be able to use a projected material on it.
is an inside of an obj file file exported from blender ( a simple cube ) Just used a text editor to open it:
# Blender v2.75 (sub 0) OBJ File: ''
# www.blender.org
mtllib untitled.mtl
o Cube
v 1.000000 -1.000000 -1.000000
v 1.000000 -1.000000 1.000000
v -1.000000 -1.000000 1.000000
v -1.000000 -1.000000 -1.000000
v 1.000000 1.000000 -0.999999
v 0.999999 1.000000 1.000001
v -1.000000 1.000000 1.000000
v -1.000000 1.000000 -1.000000
vn 0.000000 -1.000000 0.000000
vn 0.000000 1.000000 0.000000
vn 1.000000 0.000000 0.000000
vn -0.000000 -0.000000 1.000000
vn -1.000000 -0.000000 -0.000000
vn 0.000000 0.000000 -1.000000
usemtl Material
s off
f 1//1 2//1 3//1 4//1
f 5//2 8//2 7//2 6//2
f 1//3 5//3 6//3 2//3
f 2//4 6//4 7//4 3//4
f 3//5 7//5 8//5 4//5
f 5//6 1//6 4//6 8//6
It seems like it can work, you need to do is to make a function that will parse these kind of tables.
**Latest plugin download on the UE4 Wiki: **
https://wiki.unrealengine.com/File:VictoryPlugin.zip
**Latest plugin packaged binaries, Win32 Shipping and Win64 Development on UE4 Wiki: **
https://wiki.unrealengine.com/File:VictoryPluginPackaged.zip
Enjoy!
:)