@adamwisi, in your widget design window, you should have different actions to assign in the details of your button (scroll down the details panel). Clicking the green zone with “+” adds an event which you can attach to something.
@ : since I’ve installed your plug-in, I can’t export to HTML5, and I’ve got a “WARNING root: java does not seem to exist, required for closure compiler, which is optional (define JAVA in ~/.emscripten if you want it)”. I don’t remind having it before. When I deactivate your plugin, the warning stays but export works. Note : there has been an update today (on both 4.10.4 and 4.11 preview6).
Yeah, when I suggested a “do-once-and-drop” for the preview releases, I had no idea that such radical changes were being made across incremental versions.
I’d LIKE to think that the reason for is simply that Epic is making some deep changes in advance of marketplace plugins to obviate type of thing in the future and it’s just a one-off problem with bad timing (it seems like both times Victory did weird stuff, it was in making references to other plugin libraries), but honestly who knows at point.
I can certainly say I HOPE that’s what they’re planning, because if is the sort of thing everyone with a marketplace plugin is up against, marketplace plugins are dead in the water. I mean, near as anyone can tell, nothing that broke in Victory even had anything to do with the changes Epic is making between these version numbers. It’d be one thing if a plugin was hooked into audio decoding and then that got updated, but is stuff completely unrelated to the features and bugfixes Epic has listed for these incremental updates, it seems like.
I don’t get it.
When I say I’m out of my element when it comes to coding I’m not at kidding (I had to look through the Victory source for obvious comments to figure out that // is how you comment out a line. That’s how out of my depth I am poking around in there.)
I just successfully packaged for HTML5, no issues. But that is because I could recompile for HTML5 using Visual Studio.
The problem with the new Epic policy of plugin content going in the Engine folder is that then the engine wants to compile that plugin for every platform you want to ship to, and if the original author does not include that particular build and you dont have C++ powers, then you are rather stuck, unable to use a platform if even a single plugin you are using does not ship to that platform.
So that means that the range of platforms you can ship to is the intersection of of the platforms supported by of the plugins you have installed!
Rather problematic in my opinion. I really enjoyed the project-level plugin system for its greater independence and less dependencies like .
I can include HTML5 packaged builds with future updates, but it will increase the distributable size by
Really the answer here is bananas + C++ programmers to recompile for your target platform.
node is great if you want to know that there is currently no networking state at , neither Dedicated, Listen, or Client, but only Standalone / Single player.
You can avoid running any multiplayer logics using node and a branch.
New Download (28mb, Media Fire)
Please note my downloads also include Win64 Development and Win32 Shipping packaged binaries.
I am now supporting** Development HTML5** as a packaged build.
Keep in mind if you want ship to mac or mobile and you dont have C++ powers, then you should not put my plugin in the Engine Directory, as it will prevent you from packaging. is true as of 4.11.6, I hope Epic can address of plugin packaging platform interdependency.
New Download (29.5mb, Media Fire)
Please note my downloads also include Development HTML, Win64 Development and Win32 Shipping packaged binaries.
G’day,
Can someone please direct me to the page where I can find the available versions to be downloaded?
I found it the other day for the life of me I can’t find it again!
Edit: Nevermind found it
Edit Edit:
So I finally got a version that has popped up in my Window > Plugins bit, activated it, restarted UE4 and seems okay.
I’ve added the -
[/Script/Engine.Engine]
UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine
into my Project .ini as described in the wiki but it crashes my project on load
(error attached as notepad)
The instanced static mesh editor is amazing. As small the instances dissapear if moving the blueprint or setting instancedStaticMesh to static-mobility. Is that known or I am doing something wrong? I made own actor class since couldnt find the VictoryISM-class. Using 4.10.4. Wouldnt want the instanced meshes to be moveable mobility (or does that cause much performance hit?).
Edit: Also when reloading level, the instances vanish from the blueprint. I must be doing something wrong or the 4.10.4 have some strangeness.
Edit2: Got it working now. Hadnt the victory plugin installed right. Combined newest link with 4.10 compatible files. Got rid of my issues. Massive thanks for .
Now noticed the instance culling values have no effect in instanced static mesh editor. The more mesh types I convert, the more overall FPS drops. Is there some workaround for that?
Is there anyway of getting the plugin to work without that hot key script lines to be added to the projects .ini file?
I just want to use the ‘I’ command to join the meshes together, but adding that hot key line to the .ini file crashes it every
Sorry to keep spamming forum, I’m not getting any help in the UE4 Answer Hub as a few others have asked the same question.
I’m having serious trouble getting the Vertex Snap Editor Plugin with the VictoryPlugin.
I have just updated to the latest preview version 4.11.0 Preview 6
Step 1) I’ve downloaded the latest VictoryPlugin from link posted above - https://www.mediafire.com/?ieovbd5l9d7yub2
Step 2) Extracted it into the folder …\Epic Games\4.11\Engine\Plugins\Runtime\VictoryPlugin
Step 3) Started a new Project and made sure the VictoryPlugin is turned on
Step 7) Added the code to projects DefaultEngine.ini file
[/Script/Engine.Engine]
UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine
Running the Project I get the error message
So I remove the code from the .ini file and I get instead
If I click No I get
and then it doesn’t load, just does nothing…
I’m at my end of trying things, I have no idea what I’m doing wrong?
I’m using the ISM plugin and I also have the blueprint library installed. The ISM is fantastic, and greatly needed for my project. is a brilliant tool, but one thing that I have found frustrating is that, when I select some static meshes and press “i”, the ISM’s that appear in the World Outliner can’t be copy/pasted, so I have to keep un-instancing them (“shift+i”) in order to duplicate modular pieces. I don’t know if its possible, but it’d be really helpful if the ISMs that are created can be copy/pasted, and even better if they were somehow written to the content browser so they looked and behaved like regular blueprints. Anyway, thanks for the tool, and do let me know if these things are available in later builds (I’m using ones from December with Ue4 v 4.10).
You dont include these lines for victory plugin, will crash your engine because you are trying to include VictoryEdEngine which is not part of the Victory BP Library any more.
Sorry for the confusion, its becuase at one VictoryEdEngine was part of Victory BP Library and now it isn’t, it is a separate download here:
[QUOTE=ZioYuri78;486128]
Hey,
i'm using your rebindable key source code section for my project, obvious you will be credited, thank for your awesome work :)
[/QUOTE]
Yaaay! I am glad to hear that!
You’re welcome!
[QUOTE=samuelthomson;487873]
Hi,
I'm using the ISM plugin and I also have the blueprint library installed. The ISM is fantastic, and greatly needed for my project. .... when I select some static meshes and press "i", the ISM's that appear in the World Outliner can't be copy/pasted
[/QUOTE]
When I upgrade VictoryEdEngine to 4.11 I can check out in greater depth! If I forget do remind me
:)
hi ! First of your plugin is simply amazing, im loving it! I was wondering one thing, would it be possible for you to create a node that act like the “open Level” node, but without freezing the rendering, so people could draw their animated loading screen then it would not become frozen during the loading? Thanks for reading.
ps: I am using level streaming for just that now, and its quite alot of trouble for as little as an animated transition between main menu and the map. It works, but I wish I could keep my maps separated without needing c++ for the loading screen.
Thank you so much for answering my question Love your work by the way.
Another quick question, I’ve yet to use the Vertex plugin, I’m looking at it for the combine meshes instance ability.
Is it similar to the one in testing “merge actors” in the UE4 currently?
I’m having problems with that as it loses the collision box and overlaps the UVs on merge.
wow, thanks for the fast reply! is making a difference from the node “server travel”? because either way, my loading screen still freeze at some point, its kinda weird…
also what is the node “Rendering UnFreeze Game Rendering” doing? tried to execute it right after the server travel has started, still frozen.
I’m trying to use get mouse position and set mouse position to control the mouse with the gamepad thumb stick and it’s working almost perfectly, except that I can set the position to go beyond the screen edge. And while the mouse stays at the edge, the mouse position is still being updated, so if I want to move the mouse back close to the character than it will take a while until the position gets to a value lower than the screen edge.
So what I’m trying to figure out is a way to stop the set mouse position from setting a value that’s greater than the screen edge, so it won’t go beyond that.
Solve it and it was ridiculously easy: I just needed to place a clamp node for the X and Y to keep the values between 0 and the screen size on X and Y.