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

Hello, thought I would post about my issues with Linux and the plugin (also for if you read it impacts your Save plugin as well).

We used the plugin in 4.10 on our linux servers with no and recently started the process of updating to 4.12. I thought there was some new process or something going on as the servers were spitting out tons of errors related to the plugin where as the windows client and windows server had no.

The plugin has windows whitelisted in the uplugin file at the root of the plugin directory. Once I removed the whitelisting it compiled just fine and the linux server binaries were back to working.

Just thought I would post to hopefully save someone else some and perhaps get it mentioned in the documentation somewhere if you want to keep that enabled if you want to only ā€œofficiallyā€ support it on Windows as it seems to work in Linux without much.

Thanks.

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 ā€œMake Brush from Materialā€ node and the output of that goes into the ā€œGet Brush Resource as texture 2Dā€.

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.

Load Level Instance is Live in 4.13 Main Release!

Dear Community,

Epic accepted my C++ Code for the Victory BP Library node, Load Level Instance, and it is now live in 4.13!

You can now access BP node in the main engine release right now!

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.

Hey, do you have a 4.13 packaged build available?

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.

4.13 version ?

Hello @, thanks again for your awesome contributions :slight_smile:

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 :slight_smile:

Would love to know what I’m missing here!

Thanks.

You’re Welcome!

:slight_smile:

The latest is on github now :slight_smile:

Oops I think I made assumption that my preview 4.13 build would work in 4.13 official release but that’s probably not the case :slight_smile:

Will do that soon :slight_smile:

Whoa neat!

You re-enabled ISMs in 4.13 or 4.12 ?

I will have to try ISM editing in 4.13 soon!

:slight_smile:

Victory Plugin Updated to 4.13 Main Release!

Dear Community,

Hiii!

I’ve updated Victory Plugin to 4.13 Release!

Enjooooy!


**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).

Prior Engine Versions

**4.12: **VictoryPlugin12

**4.11: **VictoryPlugin11


**Donations can be sent to me via:**
http://lightningfitness.org/donate/

♄

, i have a question, the load level instance is great, but i was wondering if there’s any way to unload a level instance

@ … In both! They appear to be working fine :slight_smile:

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.

Any ideas on why that is?

Thanks

Thanks for getting out so fast ! And the save system, very excited to play around with both in 4.13 once the ocean system one is up to scratch!

Hey (or anyone that may be able to help),

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 ā€˜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!

Hey,

We are using the 4.13 plugin and I am getting multiple errors on PS4.
CreateImport: Failed to load Outer for resource…

I didn’t have any problem with the 4.12 plugin.

Any idea what is happening there?

Cheers,
Charlie

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 ā€œfatal error LNK1181: cannot open input file ā€˜tbbmalloc.libā€™ā€ when plugin is active
Never used any plugins before, so feel confused a little. What am I missing?

is excellent, very useful. Thank you very much, !

I would love it if someone developing for ps4 could help in matter, I do not have the hardware to test with myself :slight_smile:


**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....