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

**Thanks for sharing your research AlexM! **

It will surely help others out!

:slight_smile:

Get a Hard-drive accurate listing of Save Game Objects!

Get a Hard-drive accurate listing of Save Game Objects!

Dear Community,

node gives you a hard-drive accurate listing of save game files that you’ve created!

I am referring to UE4’s Save system!

You can now access a full listing in a developer build or in a packaged game, to know the save files that have been saved!

These save files are stored in GameDir/Saved/SaveGames


**UE4 Blueprint Save System?**

If you did not know, you can use UE4's save system like :

1. Create a new blueprint based on SaveGame
2. Add your variables to the blueprint that you want to save the values of
3. in level BP or some other blueprint, create a save game , and set the values of that 
4. Save   to a Save Game Slot, as shown in my pictures
5. You can load a save game  from a Slot name at any!

6.** Now with my new Victory BP Library, you can obtain a full listing of  existing save games as stored on your computer's hard disk! ** let's you know whether a file exists before you try to load it! You can also find out how many save files exist from within BP!

**Latest plugin download on the UE4 Wiki: **

**Latest plugin packaged binaries, Win32 Shipping and Win64 Development on UE4 Wiki: **


**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!

**Editor binaries and Packaged binaries in one file:**
   *Win32 Shipping and Win64 Development Supported*
https://www.mediafire.com/?g6uf9kt5ueb2upj

Enjoy!

:)

Thanks is awesome!

Here is an other idea for a new node!
Make debug nodes that have Thickness input.
For the moment you can adjust the thickness only to DebugLines.
Just just you did your circle, use your math magic powers :stuck_out_tongue:

Sometimes I wonder how much of the victory plugin would be converted back to blueprint and setup as a BP macro library and BP function libary. Could be useful in its own right and would help one make the move from BP’s to C++ easily since theres so few C++ beginner tuts out there for UE4.

I beleive only draw debug line 3d does that and isnt used in traces. But im just guessing.

How about nodes that handle In-app purchases or maybe tutorials on the subject…? I’m clueless on how to use the nodes provided and the documentation doesn’t add up nor does the posts on the forums.

Boy am I glad I randomly stumbled onto thread. your custom nodes might just allow me to make the game I have been wishing I could make. Thank you so much .

Hi!

I’m packaging my game to win32 shipping and I have already merged your victorypluginpackaged contents into the original victoryplugin folder.
I’m getting error while trying to play the packaged game:

Failed to open descriptor file
‘…/…/…/Gamename-Win32-Shipping/Gamename-Win32-Shipping.uproject’

Any ideas?
Thanks.

also happens without the plugin…

https://answers.unrealengine.com/questions/262680/failed-to-open-descriptor-file-error.html

You’re welcome ChristianV!

Yay!

Welcome to the Forums!

:slight_smile:

's ISM Editor is Back! Fully Operational in Plugin! Packages!

's Instanced Static Mesh Editor

A while back I added an Instanced Static Mesh Editor to my Vertex Snap Editor Plugin, which is now a separate plugin from Victory BP Library:

Victory Ed Engine ~ Vertex Snapping and Instanced Static Mesh Editor

There was a bug in my setup that prevented the Instanced Static Meshes from working in a packaged game, and I’ve now fixed that bug!

So now my Victory ISM Editor is fully operational for your level-making needs!

You can now easily manipulate Instanced Static Mesh instances in the level viewport in world space!

And it works in a packaged game!

New Video I Filmed Today!
=mYj_kaLDZZ4

Original Video Introducing the Concept of Instanced Static Mesh
=iC1sjgalEJg


**Super-Efficient Way to Render 1000s of Meshes!**

In  video you can see my frame rate go from 9 fps with 1500 static mesh actors in the scene, back to over 100 fps, with the simple press of a key! And  the geometry in the level is preserved!

You can now easily create a super efficient instanced static mesh from a selection of regular static meshes, and also undo the process to make individual edits!

**I explain everything in the video!**

Installation Instructions


Enjoy!

New Video About My Instanced Static Mesh Editor! <3

Dear Community,

Make sure to check out my new video about how my Instanced Static Mesh Editor now works in packaged games!

Yay!

New Video I Filmed Today!
=mYj_kaLDZZ4

You can download my Vertex Snap and Instanced Static Mesh Editor Plugin ehre!

Epic Wiki Download Link

:slight_smile:

Looks very awesome! Can I use it in runtime?

I want to be able to use it in my mapbuilder so after building a level out of a lot of cubes, the user can merge them and get better performances.

Hi, thanks for plugin, its nice. It would be great if you could state which unreal versions are supported for each version of the plugin. I now had to manually try a few until it did build for 4.8.3

I am only one person, I can’t manage everything myself, how about you help out and tell us what’s the latest version that runs 4.8.3 so others know too?

I only maintain the latest version on my media fire, but older versions can be found on the wiki pages, but I can’t easily leave notes with each file download directly on the wiki, there’s no option to do so that I’ve been able to figure out.

Yes you can, in my Victory BP Library I have made nodes to create VictoryISM actors from an array of static mesh actors!

See my post of it here:

:wink:

Runtime Instanced Static Mesh Tools by

Dear Community,

Hi everyone!

So I have an immediate solution for the issues people are having with instanced static mesh actors working in packaged games!

I’ve created two BP nodes that let you easily specify which actors you want to convert to Instanced Static Mesh Actors at runtime!

means that while in the editor, the actors are independent and can be moved around normally (the main advantage I sought to achieve with my ISM editor mode).

But once runtime starts, you can run my BP node to convert the actors of a specified blueprint/class to instanced static mesh actors!

The other node lets you quickly and easily iterate over Victory Instanced Static Mesh Actors (VictoryISM) that have been created during runtime!


**Make Dynamic Level Generation Super-Efficient!**

When dynamically generating levels your level unit size has to get smaller the more detailed and varied you want the levels to be.  means that for detailed dynamically generated levels, you usually end up with a very high actor count!

**Well using my two new BP nodes, you can make dynamic level generation super-efficient** by turning 100s of actors sharing the same static mesh asset into a single static mesh!

Remember, the scaling, rotation, and translation of the static meshes can be anything you want!

Two New Advantages For You

The two new advantages of new system are:

a. You can use my BP nodes with actors that you have created yourself at runtime, such as for dynamically generated levels, MAZES, and such

b. ** system will work with packaged games,** since the instanced static mesh components do not need to serialize properly (as they currently dont seem to be doing). The serialization/cooking process becomes irrelevant since the actors are only converted to Instanced Static Mesh Actors at level start!


**Use of TMap, One Instanced Static Mesh Per Static Mesh Asset**

I use a C++ TMap to group  the actors of the class you specify, and create as many instanced static mesh actors as are required.

Each Instanced Static Mesh Actor can only represent actors that **share the same static mesh asset**, so I group  the found actors by their static mesh asset!

Here's the code where I do !



```


**//I want one array of actors for each unique static mesh asset!  -**
TMap< UStaticMesh*,TArray<AActor*> > VictoryISMMap;

**//Note the ActorClass filter on the Actor Iterator! -**
for (TActorIterator<AActor> Itr(World, ActorClass); Itr; ++Itr)
{
	**//Get Static Mesh Component!**
	UStaticMeshComponent* Comp = Itr->FindComponentByClass<UStaticMeshComponent>();
	if(!Comp) continue; 
	if(!Comp->IsValidLowLevel()) continue;
	//~~~~~~~~~
	
	**//Add Key if not present!**
	if(!VictoryISMMap.Contains(Comp->StaticMesh))
	{
		VictoryISMMap.Add(Comp->StaticMesh);
		VictoryISMMap[Comp->StaticMesh].Empty(); //ensure array is properly initialized
	}
	
	**//Add the actor!**
	VictoryISMMap[Comp->StaticMesh].Add(*Itr);
}


```



Then, I loop over the TMap, and access the Array of actors that I created that  share the same Static Mesh asset, and then turn the whole lot of them into a single Instanced Static Mesh Actor!



```


**//For each Static Mesh Asset in the Victory ISM Map**
for (TMap< UStaticMesh*,TArray<AActor*> >::TIterator It(VictoryISMMap); It; ++It)
{
	**//Get the Actor Array for  particular Static Mesh Asset!**
	TArray<AActor*>& ActorArray = It.Value();
	
	**//No entries?**
	if(ActorArray.Num() < 1) continue;
	//~~~~~~~~~~~~~~~~~~
	  
	**//Get the Root**
	UStaticMeshComponent* RootSMC = ActorArray[0]->FindComponentByClass<UStaticMeshComponent>();
	if(!RootSMC) continue;
	//~~~~~~~~~~
	
	**//Gather transforms!**
	TArray<FTransform> WorldTransforms;
	for(AActor* Each : ActorArray)
	{
		WorldTransforms.Add(Each->GetTransform());
		 
		//Destroy original?
		if(DestroyOriginalActors)
		{
			Each->Destroy();
		}
	}
	  
	**//Create Victory ISM**
	FActorSpawnParameters SpawnInfo;
	SpawnInfo.bNoCollisionFail 		= true; //always create!
	SpawnInfo.bDeferConstruction 	= false;
	 
	AVictoryISM* NewISM = World->SpawnActor<AVictoryISM>(
		AVictoryISM::StaticClass(), 
		RootSMC->GetComponentLocation() ,
		RootSMC->GetComponentRotation(), 
		SpawnInfo 
	);
	
	if(!NewISM) continue;
	//~~~~~~~~~~
	
	**//Mesh**
	NewISM->Mesh->SetStaticMesh(RootSMC->StaticMesh);

	**//Materials**
	const int32 MatTotal = RootSMC->GetNumMaterials();
	for(int32 v = 0; v < MatTotal; v++)
	{
		NewISM->Mesh->SetMaterial(v,RootSMC->GetMaterial(v));
	}
	 
	**//Set Transforms!**
	for(const FTransform& Each : WorldTransforms)
	{
		NewISM->Mesh->AddInstanceWorldSpace(Each);
	}
	
	**//Add new ISM!**
	CreatedISMActors.Add(NewISM);
}

**//Clear memory**
VictoryISMMap.Empty();


```



Easy to Edit, High Performance at Runtime!

The result of using my BP nodes to turn actors of a certain class to instanced static mesh actors is that you can now maintain easy editing of the actors while in the editor, and during game- still gain the performance advantages of converting a large number of actors that share the same static mesh asset into a single actor!

You can also now convert the large quantity of actors in dynamically generated levels into high performance instanced static mesh actors!

[FONT=Comic Sans MS]:heart:

Vertex Snap Editor and Instanced Static Mesh Editor

Dear Community,

My Vertex Snap Editor Plugin is now a separate plugin, called VictoryEdEngine!

Download Link (145kb)

is a plugin that does not package with your game as it is only designed to modify Unreal Engine 4 to add support for vertex snapping while in the Level Editor Viewport.

More Details about my Vertex Snapping Editor

Installation Steps

Enjoy!

Fatal crash caused by get IP node

Hi,

I’m finding your BP library very useful for the most part. However I noticed that when calling node without an internet connection, it not only fails, but crashes the entire game (and editor!).

Is there a way to check for a live internet connection before sending the HTTP request, perhaps by changing the C++ source?

Thanks!

Hi ,

I don’t get you VictoryEdEngine to work. (UE 4.9.2)

I copied the folder from the zip to MyProject/Plugins and it is listed and enabled in the editor plugin window.
I closed the editor, added the line as suggested (UnrealEdEngine=/Script/VictoryBPLibrary.VictoryEdEngine) to the DefaultEngine.ini and restarted.
It crashes at 79% with the following message:


[2015.10.28-14.40.30:872]  0]LogUObjectGlobals:Warning: Failed to find  'Class /Script/VictoryBPLibrary.VictoryEdEngine'