It is lovely to hear from you again @CHADALAK1 ! Thank you for stopping by and thanks for kind words!
Hey!
I finally got around to trying out your plugin. And of course it’s awesome!
Just one thing, is the “Load String Array from File” node working correctly in 4.14.1? It only grabs the first character from my text file and appends 2 question marks to it (i.e.“??a”).
Thanks for your work!
the plugin is throwing errors on packaging in 4.14.1
Hay, I’ve tried to get the plugin working with my project but it didn’t, i have UE4.13, what are the exact instructions i have to follow to make it work,Thank’s
Hello,
I’m new to working with the unreal engine, but I’m trying to get your plugin to work and am getting a crash.
I’m using a source built version of 4.14.1, have downloaded the plugin from VictoryPlugin16.
I’ve placed the “VictoryPlugin” folder inside my projects plugins folder and started the editor… no problems at , started up fine, going to the plugins shows the plugin installed and active.
I closed the editor, and following the instructions on A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums which says on step 6 to “go to YourProject/Config/DefaultEngine.ini” then add these lines:
/Script/Engine.Engine (right bracket)
UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine
Since my file already contains that section, I’ve simply placed UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine in that section as well.
After doing that, when I try to start the editor it gets to about 79% and crashes. If I remove that line from that file the editor runs fine.
Any ideas what I’m doing wrong?
Hi there welcome to the UE4 Forums!
I have two different plugins
Victory Plugin
VictoryEdEngine
Since you only are using my Victory Plugin, the editor will crash when you try to use a subclass of the engine that is part of a plugin that you dont actually have, which is VictoryEdEngine, which is for Vertex Snapping.
If you just want Victory Plugin functionality, just put my plugin in the Plugins folder at the project level or you can put it at the engine level for packaging
Usually there aren’t any code changes between hotfix versions so it must be some other kind of error? You’ll need to share more info than if you’d like me to address in greater depth
Are you sure you dont have any special formatting of that file? you made a new simple text file in note pad to confirm ?
And also don’t forget the good news folks, I really like hearing that too!
Hey, ! I have looked through your works and i’m amazed - you have great skills. So, after that i got 2 questions: Is your ragdoll system better on the perfomance part than the stock one?
And the second: do you create anything on, mmm, request? If yes, so we have something to talk about, but i don’t know how to contact you :C
Thanks
Plugins/VictoryPlugin/Source/VictoryBPLibrary/Public/VictoryBPFunctionLibrary.h(60) : Error: Enumeration tag ‘JPG’ already in use by enum ‘/Script/CustomLibraryPlugin.EJoyImageFormats’
Hey,
Found an with the File IO Save String Text to File.
If the path include two subfolder to create, it will fail. One subfolder will work fine though.
Example :
Will fail with C:/A/B/
Will succeed with C:/A/
Cheers
Hi! I find your Victory BP to be extremely useful and I will be crediting you in my project for sure. I was wondering if you could implement a node for me, it would be extremely useful.
Can you add a node for overriding the light map resolution, much the same way you can override an actor’s mobility state? would allow me to override the lightmap resolution of multiple blueprints simultaneously (I would be able to select multiple blueprints, then type in a value in a public integer variable to quickly override lightmap resoluition).
Unfortunately, as of right now, in order to override a blueprint’s lightmap resolution, you must select each blueprint individually, then select the component actor, then override the lightmap from there. prevents you from being able to quickly do for multiple blueprints. In my case, I have hundreds of blueprints and would be a very tedious process.
Thanks!
Welcome to the forums @hidanendo !!!
Yes I can create things on request, you can pm me in these forums
What is CustomLibraryPlugin ?!
Do you have 2 copies of my victory plugin in your project?
Maybe one at engine level and one at project level?
I never heard of CustomLibraryPlugin yet EJoyImageFormats is obviously mine.
Find me more info about CustomLibraryPlugin, what and where it is on your comp, and then I can help more
That’s an easy fix thanks for letting me know, I can use one of my very own UE4 accepted pull requests, CreateDirectoryTree which I wrote because of encountering very with stock UE4 code.
New Version Live
EDIT: These fixes are now live in latest 4.14 download and on Github!
Very interesting request! Will work on it soon as I can
EDIT: I can’t make a property editable on instance if it isnt already, but you could probably use Blutility right now to change light map resolution on actors of your choosing.
Do a google search for ue4 blutility, it lets you edit actors on the editor side, and you could get their Components and change the lightmap resolution
shiiiiiiit that was fast !
Awesome work as usual .
, I’m currently using a default text file using Notepad in Windows 10 and the “Load String Array from File” function. I’ve tried several variations, but they get the same result.
And now that I’ve got to use the plugin more, it’s been very helpful. Thanks again!
Hello
I have a question. Can I read and write ini file with ? If not can I request to add function?
Hi and everyone,
Thanks for your contributions!~
I’m a new programmer of unreal engine. I’m looking forward to ur help.
Due to the need of the project, I have to develop in unreal engine for the goal: we have a external camera(I mean real camera) and it will transmit the real- image to unreal engine. My primary idea to accomplish it is to create a new class in C++ of unreal project and call the API to return the real image by camera, then save the picture as a runtime texture variable, then use the blueprint function of’s texture2D to call it and finally draw it to scene. Do u think it’s accessible? Or do you have better idea? Or u know somebody has similar thing?
Thanks much for your reply~~~
Hey!
First of , thank you for you amazing work!
I recently found out about your VictoryEdEngine plugin while looking for a good workflow for instanced static meshes. The ability to convert static meshes to instances back and forth looks absolutely amazing, but unfortunately I can’t get it to work. The plugin appears to be installed correctly. I get the overlay on the top left, as well as the vertex visualization and snapping. Selecting multiple static meshes and pressing i and shift+i, however, doesn’t do anything.
Does still exist in the latest version for UE4.14? Is there something I could be doing wrong?
Hi there!
For everyone, the 4.14 version of Victory Ed Engine is here:
4.14 Victory Ed Engine, Vertex Snapping and Instanced Static Meshes:
https://wiki.unrealengine.com/File:VictoryEdEngine.zip
(media fire links)
Answer to your question:
Please make sure to follow the mandatory setup step of using my VictoryISM class that is part of Victory Plugin, or your own C++ Instanced Static Mesh actor class, a BP Created class wont work
=mYj_kaLDZZ4
https://wiki.unrealengine.com/'s_Vertex_Snap_Editor_Plugin#Mandatory_Setup_Step
“First of , thank you for you amazing work!”
Hee hee!