Just tested and got the same results. Single Player, multiplayer dedicated or not they do the same.
I have also been trying to get a weapon that gets attached to drop as well. The behavior is weird, If I detach it with the transform rules set to keep relative the weapon disappears. If I set it to keep world its like it stays attached and keeps moving with the player(not sure how to debug as I am relatively new to UE.)
I tried in a new project to test and see that it works, and it does just fine. I even set it up multiplayer some what and it works. Maybe it has to do with a blueprint project having code added to it, not sure if I am doing something that is causing it to not work. Iām going to try it in a code project and see if that helps.
Iāve setup a C++ project, and now the mesh is not disappearing, its moving itself to the center of the level and not attaching back to the capsule. The mesh is animating like its attached, yet only the capsule moves around and the mesh stays stuck in the ground. I have no idea what is going on.
Question about using āVictory Load Level Instanceā
Greetings !
Weāre trying to do dynamic level loading and thought to try your LoadLevelInstance before rolling our own.
When I load the second instance, a bunch of warnings pop up (added below) - can these be safely ignored or must landscape components be treated differently?
(BTW - thanks for your contributions!)
Hereās part of the output.
LogUObjectGlobals:Warning: Guid referenced by Landscape /Game/Prototype/levels/gameworld_1k/UEDPIE_0_sDefault40_VictoryInstance_2.sDefault40:PersistentLevel.Landscape40 is already used by Landscape /Game/Prototype/levels/gameworld_1k/UEDPIE_0_sDefault40_VictoryInstance_1.sDefault40:PersistentLevel.Landscape40, which should never happen in the editor but coul
d happen at runtime with duplicate level loading or PIE
LogUObjectGlobals:Warning: Guid referenced by LandscapeComponent /Game/Prototype/levels/gameworld_1k/UEDPIE_0_sDefault40_VictoryInstance_2.sDefault40:PersistentLevel.Landscape40.LandscapeComponent_0 is already used by LandscapeComponent /Game/Prototype/levels/gameworld_1k/UEDPIE_0_sDefault40_VictoryInstance_1.sDefault40:PersistentLevel.Landscape40.LandscapeC
omponent_0, which should never happen in the editor but could happen at runtime with duplicate level loading or PIE
LogUObjectGlobals:Warning: Guid referenced by LandscapeComponent /Game/Prototype/levels/gameworld_1k/UEDPIE_0_sDefault40_VictoryInstance_2.sDefault40:PersistentLevel.Landscape40.LandscapeComponent_1 is already used by LandscapeComponent /Game/Prototype/levels/gameworld_1k/UEDPIE_0_sDefault40_VictoryInstance_1.sDefault40:PersistentLevel.Landscape40.LandscapeC
omponent_1, which should never happen in the editor but could happen at runtime with duplicate level loading or PIE
Which repeats for the LandscapeComponents and
LogUObjectGlobals:Warning: Guid referenced by LandscapeHeightfieldCollisionComponent /Game/Prototype/levels/gameworld_1k/UEDPIE_0_sDefault40_VictoryInstance_2.sDefault40:PersistentLevel.Landscape40.LandscapeHeightfieldCollisionComponent_0 is already used by LandscapeHeightfieldCollisionComponent /Game/Prototype/levels/gameworld_1k/UEDPIE_0_sDefault40_Victory
Instance_1.sDefault40:PersistentLevel.Landscape40.LandscapeHeightfieldCollisionComponent_0, which should never happen in the editor but could happen at runtime with duplicate level loading or PIE
Wrapping up with:
LogUObjectGlobals:Warning: Guid referenced by SceneComponent /Game/Prototype/levels/gameworld_1k/UEDPIE_0_sDefault40_VictoryInstance_2.sDefault40:PersistentLevel.Landscape40.RootComponent0 is already used by SceneComponent /Game/Prototype/levels/gameworld_1k/UEDPIE_0_sDefault40_VictoryInstance_1.sDefault40:PersistentLevel.Landscape40.RootComponent0, which sh
ould never happen in the editor but could happen at runtime with duplicate level loading or PIE
**New Download for UE4 4.12 (55mb, Media Fire)**
https://www.mediafire.com/?ieovbd5l9d7yub2
ā„ Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you ā„
1. Win64 Development
2. Win64 Shipping **<~~~~~~ NEW!**
3. Win32 Development
4. Win32 Shipping
4. HTML5 Development
5. HTML5 Shipping **<~~~~~~ NEW!**
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).
Hey , sorry for the late response - until now weāve been pretty busy to upgrade the engine.
Unfortunately I cannot manage to make it work with UE 4.12: the launcher keeps complaining that itās incompatible with that version. No issues with the Victory BP Library, the problems persist with VictoryEdEngine only.
I am really not sure why wiki did not update with the newer file, but it is updated now here is a direct link in case your browser cache takes a while to get used to the update
Try putting VictoryEdEngine plugin at your project level as an initial confidence-boost that you are doing things right, just YourProject/Plugins
and then make VictoryEdEngine folder and put everything in there.
That should work, and if that works, try putting the VictoryEdEngine plugin at the engine level if you want access to it in projects, but put it in Plugins itself or Plugins/Editor.
**My C++ Code For You**
See my PhysX wiki for the basic build.cs setup:
https://wiki.unrealengine.com/PhysX,_Integrating_PhysX_Code_into_Your_Project
Here is the code I wrote to get of the transformed vertex positions using the Body Instance and PhysX code!
I am doing many safety checks to ensure the Body Instance data is valid before utilizing it, and the result is that now you can get accurate vertex locations in packaged games!
```
//~~~ PhysX ~~~
#include "PhysXIncludes.h"
#include "PhysicsPublic.h" //For the ptou conversions
//~~~~~~~~~~~
//Get Transformed Vertex positions of any static mesh! -
bool UVictoryBPFunctionLibrary::GetStaticMeshVertexLocations(UStaticMeshComponent* Comp, TArray<FVector>& VertexPositions)
{
if(!Comp || !Comp->IsValidLowLevel())
{
return false;
}
//~~~~~~~~~~~~~~~~~~~~~~~
//Component Transform
FTransform RV_Transform = Comp->GetComponentTransform();
//Body Setup valid?
UBodySetup* BodySetup = Comp->GetBodySetup();
if(!BodySetup || !BodySetup->IsValidLowLevel())
{
return false;
}
//Get the Px Mesh!
PxTriangleMesh* TriMesh = BodySetup->TriMesh;
if(!TriMesh)
{
return false;
}
//~~~~~~~~~~~~~~~~
//Number of vertices
PxU32 VertexCount = TriMesh->getNbVertices();
//Vertex array
const PxVec3* Vertices = TriMesh->getVertices();
//For each vertex, transform the position to match the component Transform
for(PxU32 v = 0; v < VertexCount; v++)
{
VertexPositions.Add(RV_Transform.TransformPosition(P2UVector(Vertices[v])));
}
return true;
}
```
New Download for UE4 4.12 (55mb, Media Fire)
Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you
A reminder of these extremely powerful nodes to help you access the directory structure of your game after it has been packaged and put wherever by your user!
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!
**New Download for UE4 4.12 (55mb, Media Fire)**
https://www.mediafire.com/?ieovbd5l9d7yub2
ā„ Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you ā„
1. Win64 Development
2. Win64 Shipping **<~~~~~~ NEW!**
3. Win32 Development
4. Win32 Shipping
4. HTML5 Development
5. HTML5 Shipping **<~~~~~~ NEW!**
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).
Yes, yes it should be (.R, .G, .B).
But not that latter (Pixel == ClearFColour), as we donāt want the user to worry about the correct alpha, just the colour.