Hey, it seems my last message went by unnoticed. So I’ll just quote myself real quick.
Are there any pointers what the could be?
I’m basically trying to get a thumbnail for my save games. For that I’m spawning a scene capture, use it’s output as a texture in a material that is converted into a slate brush with the “Make Brush from Material” node and the output of that goes into the “Get Brush Resource as texture 2D”.
seems to be overcomplicated, but it’s so far the only thing I got working in a way that shows the images from the scene capture on my widgets. I’m just stuck at actually saving those images in any way. I’d be happy with a workaround or anything as long as it works in the end.
@thanks for these great nodes, is it possible to make a character portrait node for UMG? there is hardly any info about and the current blueprint method is a hack job having a node for would be great thanks.
looks fantastic ! I didn’t see node before, but I can start making use of almost immediately. No more manually linking my streamed levels. Thank you so much.
Any of getting proper releases on Github? I’m on 4.12.5 currently. The latest on Github for 4.13 is not compatible, and the download you’ve linked to on the wiki is older (pre-4.11.6) and needs manual fixing just to compile.
Hello @, thanks again for your awesome contributions
Regarding the Actor Merging, unless I’m missing something silly doesn’t create instanced static meshes? It just combines into a single static mesh (thankfully with collision in 4.13), so it’s not a replacement for your system? I’m confused!
I’ve re-enabled ISMs in your plugin and it still works great, the ability to go back and forth between ISMs and SMs so easily is invaluable
**New Download for UE4 4.13 (55mb, Media Fire)**
https://www.mediafire.com/?ieovbd5l9d7yub2
♥ Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you ♥
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).
However, I can only get them to work when I use your Victory ISM class. Making one in the editor by adding an ISM component to an Actor and making it the root appears to work at first, but when you save and reload the project the instances have disappeared. I have set the class in the project settings.
I just downloaded and started using the Victory Plugin, using 4.13. Everything seems to be working properly and I can get most of the new nodes to work. However, when I try to use the ‘Capture 2D Save Image’ node provided by user way back in 2015 ( (39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required! - Blueprint - Epic Developer Community Forums ) I cannot get it to output any image files. I may be doing something wrong or misunderstanding how it works, but if anyone has any insight or help I would appreciate it.
Otherwise, thanks for the plugin! Lots of really helpful stuff in there!
Hello everyone
Just decided to try using plugin in my 4.13 project
I followed the manual, but can’t package the project for any supported platform, getting “fatal error LNK1181: cannot open input file ‘tbbmalloc.lib’” when plugin is active
Never used any plugins before, so feel confused a little. What am I missing?
I would love it if someone developing for ps4 could help in matter, I do not have the hardware to test with myself
**Answer to Level Streaming Unloading**
[QUOTE=yanzco;590039]
, i have a question, the load level instance is great, but i was wondering if there's any way to unload a level instance
[/QUOTE]
Drag off from the return value of my node, and then you can set the bool bLoaded or visible to false
```
/** Whether the level should be loaded */
UPROPERTY(Category=LevelStreaming, BlueprintReadWrite)
uint32 bShouldBeLoaded:1;
/** Whether the level should be visible if it is loaded */
UPROPERTY(EditAnywhere, Category=LevelStreaming, BlueprintReadWrite)
uint32 bShouldBeVisible:1;
```
It's not particularly intuitive because you just set the boolean flag and UE4 processes the flag on the next engine tick, which is not the typical way of operating in BP but that is how level streaming works, and is the only format I could expose without extensive engine modifications being required to support BP.
There could be functions made that would just flip bool I suppose... maybe will make that a github pull request....