Not the same guy, but I’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 don’t have a solution beyond don’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 can’t seem to recompile it in VS without errors thanks.
Hi,
I DL’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 I’m getting a “Plugin missing or incompatable, Missing or incompatable modules in VictoryPlugin plugin - would you like to disable it.”
What I did was
I just wanted the victory plugins not the editor.
I put the Victory Plugin folder at “\4.15\Engine\Plugins\VictoryPlugin”.
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?
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
[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!
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.
I’m quite new to UE4, and I’ve been spending a lot of with it lately trying to learn. I’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,
“Missing 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.”
I’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, “Missing or incompatible modules in VictoryBPLibrary plugin - would you like to disable it? You will no linger be able to open any assets created using it”.
I wonder if plugin could support the video capture card? Or is there any other solution for my project that the video stream from a remote quadcopter has to be transmitted to unreal engine as texture? Now I use a video capture card to receive the video and get the image using a C++ API. But I have no idea how can I transfer the pixel buffer variable into the texture that could be used in unreal engine.
Anyone know the answer?