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

Hello
I have a question. Can I read and write ini file with ? If not can I request to add function? :slight_smile:

Hi and everyone,
Thanks for your contributions!~
Iā€™m a new programmer of unreal engine. Iā€™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 ofā€™s texture2D to call it and finally draw it to scene. Do u think itā€™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 canā€™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, doesnā€™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

ā€œFirst of , thank you for you amazing work!ā€

Hee hee!

:slight_smile:

Hii!

Youā€™re welcome!

I created a text file, using path: c:/tests/Joy.txt

Hereā€™s the text:



Lots of lovely happy joyous text yes yes

Victory!




It worked just fine, using a for each loop and the Load String Array From File node

I dont know what is peculiar in you case but maybe you could try the text and file location I posted and let me know?

Everything is working fine in my version of 4.14 plugin :slight_smile:

Let me know!

Obtain Animated Vertex Positions of Skeletal Meshes . Characters!

New Download for UE4 4.14 (57mb, Media Fire)

:heart: Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you :heart:

  1. Win64 Development
  2. Win64 Shipping <~~~~~~ NEW!
  3. Win32 Development
  4. Win32 Shipping
  5. HTML5 Development
  6. HTML5 Shipping <~~~~~~ NEW!

Please see my instructions for Packaging UE4 Plugins With Your Game.


**Prior Engine Versions**

**4.12: **http://www.mediafire.com/download/g441k2815r5b045/VictoryPlugin12.zip

**4.11: **http://www.mediafire.com/download/jp91b9atphm2obt/VictoryPlugin11.zip

**4.13: **https://www.mediafire.com/?7kt9fepwa1pgs0y

Donations can be sent to me via:

:heart:

Does anyone know why ā€œcapture component 2d save imageā€ keeps failing?
I have tried many paths including ā€œc:ā€

Not the same guy, but Iā€™m running into the same problem. CustomLibraryPlugin is the Options Menu Kit. It seems to implement that aspect of the Victory plugin on its own which is causing compile issues when you try to compile Victory after. I just discovered and I donā€™t have a solution beyond donā€™t use both at the same I guess.

Both plugins offer rebinding of action keys from my guess the CustomLibraryPlugin probably rips of code from the victory plugin , i would recommend changing the blueprint functions to use 's plugin and simply deleting the CustomLibraryPlugin as its not needed.

@can we please get a update for 4.15p1 i canā€™t seem to recompile it in VS without errors thanks.

Is there any options in for choosing player starts between levels for easier switching between levels?

Hi,
I DLā€™d and started trying 4.15.0 preview 2, specifically looking for some specific engine updates that I was waiting on in 4.15. The updates are working. I would like to move my game from 4.14.3 to 4.15.0 but Iā€™m getting a ā€œPlugin missing or incompatable, Missing or incompatable modules in VictoryPlugin plugin - would you like to disable it.ā€

What I did was
I just wanted the victory plugins not the editor.
I put the Victory Plugin folder at ā€œ\4.15\Engine\Plugins\VictoryPluginā€.
The engine loaded but showed the plugin was disabled.
I hit the checkbox to enable it.
Restarted 4.15.0 preview 2
And it brought up the error.

Did I miss a step or does the plugin not work with 4.15 yet?

Thanks for any help
Russ.

P.S. LOVE the plugins.

oooooh!

Thanks for explaining that swolf!

If any of you see something named joy anything it is quite possibly something I wrote hee hee!

The solution would have to involve C++ modification by the person who wrote the options menu kit to rename the types he uses from my Victory Plugin to avoid name compile issues, please contact the author of that plugin :slight_smile:



[QUOTE=;656265]
Both plugins offer rebinding of action keys from my guess the CustomLibraryPlugin probably rips of code from the victory plugin , i would recommend changing the blueprint functions to use's plugin and simply deleting the CustomLibraryPlugin as its not needed.


  @can we please get a update for 4.15p1 i can't seem to recompile it in VS without errors thanks.
[/QUOTE]


Ahh good point, I will download 4.15 preview soon :)



Yes it wont work till I upgrade it cause of C++ changes, will do so soon!

Nice to hear from you!

**Load Texture 2D From File!

JPG, PNG, BMP, ICO, EXR, and ICNS are Supported File Formats !**

With node you can load a Texture 2D from a file during runtime!

I output for you the width and height of the loaded image!

Now you can easily create Texture 2Dā€™s from image files in Blueprints, during runtime!

Special Note!

Sweeney liked node!

Enjoy!

PS: Make sure to include the file extension when you use node!


**C++ Code For You**

Here is the core C++ function involved, entire source is in the download! I wrote my own Enum for the file formats.



```


UTexture2D* UVictoryBPFunctionLibrary::Victory_LoadTexture2D_FromFile(const FString& FullFilePath,EJoyImageFormats ImageFormat, bool& IsValid,int32& Width, int32& Height)
{
	IsValid = false;
	UTexture2D* LoadedT2D = NULL;
	
	IImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper"));
	
	IImageWrapperPtr ImageWrapper = ImageWrapperModule.CreateImageWrapper(GetJoyImageFormat(ImageFormat));
 
	//Load From File
	TArray<uint8> RawFileData;
	if (!FFileHelper::LoadFileToArray(RawFileData, * FullFilePath)) 
	{
		return NULL;
	}
	
	  
	//Create T2D!
	if (ImageWrapper.IsValid() && ImageWrapper->SetCompressed(RawFileData.GetData(), RawFileData.Num()))
	{ 
		const TArray<uint8>* UncompressedBGRA = NULL;
		if (ImageWrapper->GetRaw(ERGBFormat::BGRA, 8, UncompressedBGRA))
		{
			LoadedT2D = UTexture2D::CreateTransient(ImageWrapper->GetWidth(), ImageWrapper->GetHeight(), PF_B8G8R8A8);
			
			//Valid?
			if (!LoadedT2D) 
			{
				return NULL;
			}
			
			//Out!
			Width = ImageWrapper->GetWidth();
			Height = ImageWrapper->GetHeight();
			 
			//Copy!
			void* TextureData = LoadedT2D->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
			FMemory::Memcpy(TextureData, UncompressedBGRA->GetData(), UncompressedBGRA->Num());
			LoadedT2D->PlatformData->Mips[0].BulkData.Unlock();

			//Update!
			LoadedT2D->UpdateResource();
		}
	}
	 
	// Success!
	IsValid = true;
	return LoadedT2D;
}


```



**Latest plugin download on the UE4 Wiki: (8 mb) **


**Victory Plugin on Media Fire**

If your browser is not updating the Wiki download page to the most recent version, you can use my alternative Media Fire download link!

Please note clicking  link will not start a download instantly, it will just take you to the Media Fire file description.

https://www.mediafire.com/?g6uf9kt5ueb2upj

Enjoy!

:)

Thanks for these great nodes, i was thinking the other day the engine lacks nodes that relating to sublevels and a cool node would be getallactorsonlevel, i think it would be great to be able to save sublevels aswell, for example if a empty sublevel is used for client data only it would make for a nice saving and loading system.

Victory Plugin 4.15 Released!

Dear Community,

Iā€™ve updated my plugin to 4.15 preview 3!

Enjoooy!

:heart:

4.15 Build (HTML5, win32, win64, editor, dev packaged, and shipping)

Last 4.14 Build

Thanks :).

Hello,

Iā€™m quite new to UE4, and Iā€™ve been spending a lot of with it lately trying to learn. Iā€™ve been trying to install and use the VictoryPlugin for a project I am working on.

I have downloaded the plugin at link:

I have extracted the folder into location:
D:\Epic Games\4.14\Engine\Plugins\Runtime

I have verified that in the file named VictoryBPLibrary.uplugin located at
D:\Epic Games\4.14\Engine\Plugins\Runtime\VictoryPlugin
installed is set to true.

I have gone into the project I wish to use plugin for and enabled use of plugin.

It prompts me to restart the UE4 engine such that I am able to use the plugin.

When I try to launch my project any after, it gives me the message,
ā€œMissing or incompatible modules in VictoryBPLibrary plugin - would you like to disable it? You will no longer be able to open any assets created using it.ā€

Iā€™d really like to use both plugin but I keep getting error. Has anyone else had or does anyone know why is happening?

I have the same problem as Predatoria, but I just put VictoryPlugin folder in My_Project_name\Plugins folder as usual, and I have the same error, ā€œMissing or incompatible modules in VictoryBPLibrary plugin - would you like to disable it? You will no linger be able to open any assets created using itā€.

Downloaded from (The same link as Predatoria)

Best regards, and thanks for a good BP nodes :wink:

The v4.14 download has been accidentally replaced with v4.15p3. Use an older version if you have one for now, I messaged about it.

Hi everyone! Sorry about the confusion!

[FONT=Comic Sans MS]Welcome to the UE4 Forums everyone! And congratulations on your first post @KerberusGames !

My policy has been that VictoryPlugin main link is always the latest version, and I list prior versions below as separate links :slight_smile:

Here are 4.15 and 4.14 proper links :slight_smile:

4.15 Build (HTML5, win32, win64, editor, dev packaged, and shipping)

:heart: Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you :heart:

  1. Win64 Development
  2. Win64 Shipping <~~~~~~ NEW!
  3. Win32 Development
  4. Win32 Shipping
  5. HTML5 Development
  6. HTML5 Shipping <~~~~~~ NEW!

Please see my instructions for Packaging UE4 Plugins With Your Game.


**Prior Engine Versions**

**4.12: **http://www.mediafire.com/download/g441k2815r5b045/VictoryPlugin12.zip

**4.11: **http://www.mediafire.com/download/jp91b9atphm2obt/VictoryPlugin11.zip

**4.13: **https://www.mediafire.com/?7kt9fepwa1pgs0y

**4.14: ** http://www.mediafire.com/file/7915cuk19c3nbfw/VictoryPlugin14.zip

Donations can be sent to me via:

:heart: