Hi ,
With a clean install of Visual Studio 2015 and Unreal Engine 4.11.1, Victory Plugin doesn’t work. It says there are incompatible modules in VictoryEdEngine. If I ignore it, it gives error:
edit: Now I don’t get the error above, but now it gives compiling error upon startup of the project:
Key lines are:
I can successfully rebuild the project in Visual Studio 2015, but it still gives error when I open up the project.
Hi, thanks for guiding me on where to find the Download Links for 4.10…
But now, I’ve been following The YouTube Videos on the First Page to Install it but unfortunately I don’t use Visual Studio or the like…
I’ve is to extract the file and put it in Engine\Plugins\Runtime but it doesn’t shown up at …
I’m trying to use the Victory_GetPixelFromT2D but I get some crashes, It seems to me that you lock the file but if the X or Y is bigger ("//Safety check!") then you return but don’t unlock it, so if it’s run again it crashes.
I think its safe to just move the check up before the locking.
Hi there! I have not yet upgraded VictoryEdEngine to 4.11, due to issues with Instanced Static Mesh Component in 4.11, please use only Victory BP Library by itself.
Severity Code Description Project File Line Suppression State
**Error use of undeclared identifier 'fillSoundWaveInfo' PS4_Test** C:\Users\adria\Documents\Unreal Projects\PS4_Test\Plugins\VictoryPlugin\Source\VictoryBPLibrary\Private\VictoryBPFunctionLibrary.cpp 4461
I have now fixed error, if you want you can replace the old function with one:
class USoundWave* UVictoryBPFunctionLibrary::GetSoundWaveFromFile(const FString& FilePath)
{
#if PLATFORM_PS4
UE_LOG(LogTemp, Error, TEXT("UVictoryBPFunctionLibrary::GetSoundWaveFromFile ~ vorbis-method not supported on PS4. See UVictoryBPFunctionLibrary::fillSoundWaveInfo"));
return nullptr;
#else
USoundWave* sw = NewObject<USoundWave>(USoundWave::StaticClass());
if (!sw)
return NULL;
//* If true the song was successfully loaded
bool loaded = false;
//* loaded song file (binary, encoded)
TArray < uint8 > rawFile;
loaded = FFileHelper::LoadFileToArray(rawFile, FilePath.GetCharArray().GetData());
if (loaded)
{
FByteBulkData* bulkData = &sw->CompressedFormatData.GetFormat(TEXT("OGG"));
bulkData->Lock(LOCK_READ_WRITE);
FMemory::Memcpy(bulkData->Realloc(rawFile.Num()), rawFile.GetData(), rawFile.Num());
bulkData->Unlock();
loaded = fillSoundWaveInfo(sw, &rawFile) == 0 ? true : false;
}
if (!loaded)
return NULL;
return sw;
#endif
}
The warnings should not stop your build
Fix will be in my next release AFTER the one below with DuplicateExistingObject
node allows you to change the tick rate of a component during runtime!
I used to control the performance cost of a Scene Capture 2D camera that was set to tick every frame!
It works beautifully!
Please note if you set it to a very high number like 60 seconds, and then change it to a shorter , it will complete the 60 seconds before switching to the shorter .
I submitted a pull request to Epic to expose for everyone.
**New Download (29mb, Media Fire)**
https://www.mediafire.com/?ieovbd5l9d7yub2
Please note my downloads also include these packaged binaries:
1. Win64 Development
2. Win32 Shipping
3. HTML5 Development
Please see my instructions for [Packaging UE4 Plugins With Your Game](https://forums.unrealengine.com/showthread.php?3851-(39)--s-Extra-Blueprint-Nodes-for-You-as-a-Plugin-No-C-Required!&p=476476&viewfull=1#post476476).
**Donations can be sent to me via:**
http://lightningfitness.org/donate/
♥
component tick rate is very interesting, sounds like you must have gone deep under the hood for that one? I’m working on a game that sends images to an in-game screen from a remote camera device - it’d be good to glitch it by adjusting the tick dynamically (not to mention reign in the performance overheads).
Good stuff as usual!
While we’re talking about cameras and captures - I never did work out how to create a node which captures a ‘live’ source (Texture2D) as a still one. If you’re at a loose end - i know you have abundant on your hands - maybe it’d be a handy addition to the victory plugin.
If you did not know, I made a UMG widget for Epic’s Slate color picker, which was facilitated by Nick Darnell’s choice to put the color picker slate widget in a folder called APPFRAMEWORK.
It is very powerful, it is pretty much exactly what you use in the Editor! Including saving colors!
In my case i’m using BLUI which is a HTML renderer plugin - I want to be able to grab the Texture2D buffer at a given point, not a pointer to the buffer which can update (Does a SceneCapture2D constantly update or do you have to tell it to?). is so I can make an array of dynamic textures at runtime. Or it could be a webcam or something where I want to capture a still from it rather than a pointer to the ‘live’ buffer.
I believe the reason is complex is because involve getting the contents of the Texture2D back from their encoded format to raw pixel data, which is a complex thing it seems, it would be best to capture the data when it is first coming into the T2D rather than trying to reconstruct raw data after the fact. Capturing the data when it is first coming into the T2D involves writing a custom version of the function you are currently using to get the image.
Hi, can anyone really guide me on how to install ?
I’ve tried extracting it to Project Folder\Plugins and not working…
I’ve tried extracting it to 4.10\Engine\Plugins\Runtime and not working…
Any help? Thanks anyway.
Thanks for getting back to me. So, we are on 4.11.1 but it’s a custom build that integrates a library that we’ve been using. And i didn’t realize that it was a project specific plugin folder. I was adding it to the game engine run- plugin folder. I’ll give it a go and see what happens.
It’s definitely the custom build because the vanilla build works just fine. When I created a project folder in the vanilla build with a template project, the Victory plugin registers as installed. However, when I’m running the custom build it fails.
I’ve actually downloaded the latest in the Unreal Engine repository and did a clean build of that and then tried using your plugin in a Template project and it fails. So it appears your library might only work with vanilla builds of UE.
If you are using a custom engine build, you can just stick my plugin some project that uses the custom build, compile it, and then stick it back in Engine/Plugins
If you get any errors compiling for project using custom build let me know
You can’t expect me to provide compiled binaries for your custom engine build, and custom UE4 will definitely feel that the plugin needs rebuilding as it wont recognize the launcher version as being its own cause its not
But if you’re compiling custom engine builds you should be able to recompile my plugin just fine!
hi ! I just noticed the substance plugin is on the marketplace, meaning that my launcher notify me when an update to the plugin happens. Made me wonder why you did not submit fantastic plugin on the marketplace I have no idea if it would make it harder for you or not to update it way so please don’t blame me if i’m proposing something ridiculous
I have also tried to use the scene capture save blueprints but they don’t really work. I have tried to attach different scene capture objects and save into different formats and folders but nothing works. The output is false no mattr what i do. Any tips?
Thanks!