For the benefit of you lovely VR enthusiasts who have more than one VR headset that you are testing with, I present to you a BP node to let you know which type of headset is currently hooked up to the computer!
Please keep in mind that I’ve added my own addition, which is the None option, can happen if you don’t have any device hooked up and could help with debugging, especially in packaged games.
**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).
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
![ca6e47c3de4ce0fc029accc855a97ab3b66c7f0f.jpeg|1260x774](upload://sSMIRl140vUkZisnTkYGaDdAz4X.jpeg)
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 4.13 (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).
Hello ,
I’m trying your plugin for the first because I need to be able get pixel color from a texture.
However I only get it to work if I use your load texture nodes that require an absolute path. If I use “Victory Get Pixel From T2D” and just select one of my textures from the dropdown menu I get an engine crash and it breaks saying “Color was nullptr.”
Is there some special requirement for the texture2d type to work?
True to my wish of empowering of you in Blueprints via my Victory BP library, these new nodes are VERY powerful!
With these nodes you can launch other applications of your choosing, with commandline arguments, right from BP!
You can even choose whether the application you launch should be detached and/or hidden.
Detached ~ Your UE4 app can close itself if Detached is true. If false, your UE4 app considers itself the parent of the created process and will wait until that child process finishes running before closing itself.
Hidden ~ If hidden, the process will run silently and undetectable to the user. Useful for background tasks that are not meant to distract from gameplay.
Software Design Consideration
Please use Detached + Hidden with consideration for your end user’s computer resources, as they wont be able to close the app if it is detached AND hidden.
I could not locate a way to end a process via process ID, only handles which are not BP exposeable. If people enjoy these nodes and would like it, I can make a BlueprintType exposed Process handle to enable additional features. So let me know if you are using these nodes!
**Get Application Name**
When you create a process through my BP node, you should save the resulting ProcessID as a var so that you can then verify it was created, and you can use node to get the name back from the OS.
Is Application Running
If you launch a process and want to wait to perform other logic until you know that process has finished running, you can save to variable the Process ID from CreateProcess and use node to find out when your other app finishes running!
**More Power For You in BP**
Victory to You!
♥
New Download for UE4 4.13 (55mb, Media Fire)
Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you
handy node lets you easily count how many times a single character or a substring appears in another string!
Case sensitivity is optional!
**Seconds to hh:mm:ss**
Expected input is a large number of seconds representing several minutes and/or hours :)
node's primary reason for existing is that I had large intervals in seconds and wanted to trim extra 0's out of the normal output of 00:00:00.00 for the FTimespan conversion and end up with times like these:
```
02:12 00:01 00:99 60:30 01:00:05
```
instead of:
```
00:02:12.00 00:00:01.00 etc :)
```
trimming of 0's is kept **optional** in case you want to compare outputs or do the parsing yourself :)
Here is the code for second node!
Please note my use of **ReplaceInline** wherever possible to avoid copying the entire string in case it is large, **memory efficiency** yay!
```
FString UVictoryBPFunctionLibrary::Victory_SecondsToHoursMinutesSeconds(float Seconds, bool TrimZeroes)
{
FString Str = FTimespan(0, 0, Seconds).ToString();
if(TrimZeroes)
{
FString Left,Right;
Str.Split(TEXT("."),&Left,&Right);
Str = Left;
Str.**ReplaceInline**(TEXT("00:00"), TEXT("00"));
//Str Count!
int32 Count = CountOccurrancesOfSubString(Str,":");
//Remove Empty Hours
if(Count >= 2)
{
Str.**ReplaceInline**(TEXT("00:"), TEXT(""));
}
}
return Str;
}
```
New Download for UE4 4.13 (55mb, Media Fire)
Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you
I am providing you with new BP nodes to obtain essential information about your end user’s graphics card!
You can use the nodes I am providing to know the vendor (like NVIDIA or AMD), brand (type of card), driver version (what drivers has the user downloaded?) and the date of the those drivers!
So now you can know whether to recommend that a user updates their drivers to newer versions!
You can also provide brand-specific graphics functionality by knowing what type of card the user has!
**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).
Hey , I’m stuck with some gamestate.
I can’t use my custom BP gamestate class - gamemode doesn’t react to it’s changing when VictoryPlugin is active and always returns default GameState
i’ve found some info that you added custom gamemode class at some (link), maybe it’s related somehow?
But even so, I can’t find your VictoryGameMode class in the plugin’s content either.
UPDATE
Sorry, updating Plugin to the latest solved the
I am just wondering if there is a function to get a image from url and set it to the texture. I tried to use “Victory Load Texture 2D from File” but function worked for local files. Looking forward to hearing from you. Thanks.
I’ve just release 2 new nodes that help you to do MD5 file verification on your downloaded files!
What are MD5 Files For?
MD5 hashes of files enable you to verify the data integrity of files that your users download from the internet.
You generate your own MD5 from original file, and then distribute the MD5 file (1kb in size) to users along with the much larger download file.
After your user downloads your game’s patch files or other important files, then you can use my BP nodes to compare the downloaded file hash with the md5 you gave to the user, to verify the file’s integrity!
**
The result:**
With my BP nodes you have a way to check actual data integrity of a downloaded file, not just whether the and file size match, gives you binary data integrity verification powers
**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).
Is the blueprint functions only or the plugin? Does the plugin contain blueprint functions? Sorry, I’m having a hard wrapping my head around plugins, very new to UE4.
I can’t seem to find where I got your VictoryEdEngine code from, but I’ve just updated it for 4.14.0 and would like to share a few changes with you to get rid of some deprecation warnings and 2 errors in case you’d like to pull into the sourced version:
**New Download for UE4 4.14 (57mb, 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).