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

Thank you!

Hi,

I’ve downloaded Victory, but every I try to open Unreal with it, it doesn’t work. The error message tells me that the plugin may not be compatible to the current version of UE4. However, I saw some people using the same version of the engine as me (4.12.5) with the plugin working perfectly fine. Did I do something wrong ?
I tried many times downloading each the files from a different location on the thread, but still, it doesn’t seem to work.
What should I do?

Thanks in advance!

Hello ! I really appreciate your work on plugin!
I am using “Get UV Hit Information back from Line Traces”, and everything is OK on Static Meshes. But, for some reason, I can’t get any information from Skeletal Meshes. I tried different setup, but nothing helped me. Can you please answer what the problem could be? It will be so bad if there is no way to get UV hit information from Skeletal Meshes:(

You’re welcome!

I haven’t a UV solution for skeletal meshes, a complicated matter since a skeletal mesh is by its nature skinned and contorting to bones and stretching and such :slight_smile:



[QUOTE= Mn;671732]
Hi,

I've downloaded Victory, but every  I try to open Unreal with it, it doesn't work. The error message tells me that the plugin may not be compatible to the current version of UE4. However, I saw some people using the same version of the engine as me (4.12.5) with the plugin working perfectly fine. Did I do something wrong ?
I tried many times downloading each  the files from a different location on the thread, but still, it doesn't seem to work.
What should I do?

[/QUOTE]


I offer several prior versions within  thread :)

Prior Engine Versions

4.12: http://www.mediafire.com/download/g4...ryPlugin12.zip

4.11: http://www.mediafire.com/download/jp...ryPlugin11.zip

4.13: VictoryPlugin13

4.14: http://www.mediafire.com/file/7915cu...ryPlugin14.zip



[QUOTE=Harcarik;671724]
Thank you!
[/QUOTE]


You are welcome!!! :) :) :)

One moment :slight_smile:

I haven’t had to look at the matter in depth yet, I am deep in the production of my physics-based multiplayer game, but I can only suggest that since ImageWrapper has its own module you should be sure to include the ImageWrapper module in your own project’s build cs.

Here is the private dependency list from Victory Plugin source code:



PrivateDependencyModuleNames.AddRange(
new string]
{
	"CoreUObject", 
	"Engine", 
	"InputCore",
	
	"RHI",
	"RenderCore",
	 
	"HTTP",
	"UMG", "Slate", "SlateCore",
	
	"ImageWrapper",
	
	"PhysX", 
	
	"HeadMountedDisplay",

	"AIModule"	
}
);


:slight_smile:

If someone has more than me to look at please help bcv out, I am deep in development of my multiplayer physics game and I dont have much spare .

:slight_smile:

4.15.0 Official Release

Dear Community,

Thanks to for providing a 4.15 build on page!

Sorry for the confusion, I thought I did the official 4.15.0 release but it was apparently still a preview build.

Here is the full 4.15.0 release!

I did not have any issues compiling, if anyone has any issues with latest link, verify the date to be today please, then let us know here in the thread :slight_smile:

Enjoy Victory Plugin in 4.15!

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:

@

Hi could you please add a new node to get the name of a variable please, is a lacking in blueprint, i want to be able to get a name of a variable and set it in UMG but there no function to do so. thanks

Thanks for fast answer, !
Sounds sad for me:( So, will try to find other solutions. (It is for my university graduation project)
The problem is that I need to make a pretty specific interaction, when you pointing on the characters skin and get information depending on the area.
I made a dynamic material with different colors and use you plugin to get UV coordinates and color. But, on testing stage I used Static Mesh.
I won’t distract you, but may be you can give me a good direction on solving problem?:slight_smile:

Can you explain a bit more what you want to do exactly? :slight_smile:

I would recommend you branch out and research online because I dont have an immediate answer, I was getting my info from physX. So that would be a good place to start :slight_smile:

I am wishing you luck with !

:heart:

Hi 


Could you please update your GITHUB? I use to build into my source engine
 Thanks for that you do!

teak

Dear,

Can you import also on mobile? (android)

Kind Regards

I’m not sure its possible but thought i would ask any ways, but say you have a multiple variables in an structure each are named, you pull off a variable and your able to get the name of that variable along with its value, It would be handy for building UMG widgets using a loop don’t call me lazy haha.

“Assertion failure” on packaging when using “GetPixels Array From T2D” in construction script actor.

Hey,

Thank you so much for the update!

I can now use the awesome “Get Pixels From Texture” nodes which are working perfectly for one minor.

Using the “GetPixels Array From T2D” blueprint node in a construction script of an actor will result in a “Assertion failure” on packaging.

I have been refactoring the blueprint responsible and fixing other issues related but I have narrowed the problem down to the VictoryPlugin, which is the latest version copied and pasted in the Runtime folder from Unreal Engine 4.15.

I suspect it has something to do with the “Pixel Array” returning as a Linear Color Struct Array and the index being off, post may be related somehow:

Any ideas anyone?

Grid_Control Screenshots:
As you can see it is used directly after the construction script. The output is fine and works as expected, but the Assertion failure always pops up if the node is executed from the construction script. I tried creating my own array loop of pixels by using the related nodes but the problem persists.
PACKAGING FAILURE

PACKAGING SUCCES

Part of the packaging log where the failure is shown:


UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: Script Stack:
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: Grid_Control_C.UserConstructionScript
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:017]  0]LogWindows:Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:017]  0]LogWindows:Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:017]  0]LogWindows:Error: 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:017]  0]LogWindows:Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:\Program Files\Epic Games\UE_4.15\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 633] 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:018]  0]LogWindows:Error: Array index out of bounds: 0 from an array of size 0
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:018]  0]LogWindows:Error: 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:018]  0]LogWindows:Error: 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:018]  0]LogWindows:Error: KERNELBASE.dll!0x00000000345F7788
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:018]  0]LogWindows:Error: UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:120]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:019]  0]LogWindows:Error: UE4Editor-Core.dll!FOutputDevice::Logf__VA() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:019]  0]LogWindows:Error: UE4Editor-Core.dll!FDebug::AssertFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:019]  0]LogWindows:Error: UE4Editor-VictoryBPLibrary.dll!UVictoryBPFunctionLibrary::Victory_GetPixelsArrayFromT2D() [c:\users\\documents\unreal projects\sun\pluginbuildoutput\pluginpackaged\hostproject\plugins\victorybplibrary\source\victorybplibrary\private\victorybpfunctionli
brary.cpp:4661]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:020]  0]LogWindows:Error: UE4Editor-VictoryBPLibrary.dll!UVictoryBPFunctionLibrary::execVictory_GetPixelsArrayFromT2D() [c:\users\\documents\unreal projects\sun\pluginbuildoutput\pluginpackaged\hostproject\plugins\victorybplibrary\source\victorybplibrary\public\victorybpfunctio
nlibrary.h:231]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:021]  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UFunction::Invoke() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4525]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:021]  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UObject::CallFunction() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:721]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:022]  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UObject::ProcessContextOpcode() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2149]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:022]  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UObject::execLetBool() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2064]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:022]  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UObject::ProcessInternal() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:948]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:023]  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UFunction::Invoke() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4525]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:023]  0]LogWindows:Error: UE4Editor-CoreUObject.dll!UObject::ProcessEvent() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1318]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:023]  0]LogWindows:Error: UE4Editor-Engine.dll!AActor::ProcessEvent() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actor.cpp:678]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:024]  0]LogWindows:Error: UE4Editor-Engine.dll!AActor::UserConstructionScript()
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:024]  0]LogWindows:Error: UE4Editor-Engine.dll!AActor::ProcessUserConstructionScript() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actorconstruction.cpp:841]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:024]  0]LogWindows:Error: UE4Editor-Engine.dll!AActor::ExecuteConstruction() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actorconstruction.cpp:757]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:025]  0]LogWindows:Error: UE4Editor-Engine.dll!AActor::RerunConstructionScripts() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actorconstruction.cpp:490]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:025]  0]LogWindows:Error: UE4Editor-Engine.dll!ULevel::IncrementalUpdateComponents() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\level.cpp:949]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:026]  0]LogWindows:Error: UE4Editor-Engine.dll!UWorld::UpdateWorldComponents() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\world.cpp:1593]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:026]  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UEditorEngine::Save() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:4157]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:026]  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::SaveCookedPackage() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:2903]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:027]  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::TickCookOnTheSide() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:1995]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:027]  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::NewCook() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:1582]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:028]  0]LogWindows:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::Main() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:868]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:028]  0]LogWindows:Error: UE4Editor-Cmd.exe!FEngineLoop::PreInit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2005]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:029]  0]LogWindows:Error: UE4Editor-Cmd.exe!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:127]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:029]  0]LogWindows:Error: UE4Editor-Cmd.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:029]  0]LogWindows:Error: UE4Editor-Cmd.exe!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:029]  0]LogWindows:Error: UE4Editor-Cmd.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:030]  0]LogWindows:Error: KERNEL32.DLL!0x0000000034E78364
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:030]  0]LogWindows:Error: ntdll.dll!0x00000000377A5E91
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:030]  0]LogWindows:Error: ntdll.dll!0x00000000377A5E91
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:030]  0]LogWindows:Error: 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.02.26-16.46.34:030]  0]LogWindows:Error: end: stack for UAT
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 102.8510932s to run UE4Editor-Cmd.exe, ExitCode=3
UATHelper: Packaging (Windows (64-bit)): Project.Cook: Cook failed. Deleting cooked data.
UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Cook failed. ---> AutomationTool.AutomationException: BUILD FAILED: Failed while running Cook for I:\Y2016C-Y4-Aspire\Tech\VR_Aspire\VR_Aspire.uproject; see log C:\Users\jland\AppData\Roaming\Unreal Engine\AutomationTool
\Logs\C+Program+Files+(x86)+Epic+Games+4.15\Cook-2017.02.26-17.46.34.txt
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UE4Exe, String Commandlet, String Parameters)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.CookCommandlet(FileReference ProjectName, String UE4Exe, String] Maps, String] Dirs, String InternationalizationPreset, String] CulturesToCook, String TargetPlatform, String Parameters)
UATHelper: Packaging (Windows (64-bit)):    at Project.Cook(ProjectParams Params)
UATHelper: Packaging (Windows (64-bit)):    --- End of inner exception stack trace ---
UATHelper: Packaging (Windows (64-bit)):    at Project.Cook(ProjectParams Params)
UATHelper: Packaging (Windows (64-bit)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
UATHelper: Packaging (Windows (64-bit)):    at BuildCookRun.ExecuteBuild()
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.BuildCommand.Execute()
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Process(String] Arguments)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Program.MainProc( Param)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main,  Param)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Program.Main()
UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Cook Failure

Victory Plugin Packaging Error

@
I have followed steps given on thread to install Victory Plugin for Re-bindable Keys Example Project by You. When I restarted Unreal Editor it show’s that the module ‘VictoryBPLibrary’ does not appear to be compatible with current version of the Engine. The plugin needs to be recompiled.

Engine Version 4.14.2

Please refer Screenshot.

VictoryPluginError.PNG

Thanking you.

Not sure how easy that will be, I will think about it! :slight_smile:



[QUOTE=Kalyani;672766]
@
I have followed steps given on  thread to install Victory Plugin for Re-bindable Keys Example Project by You. When I restarted Unreal Editor it show's that the module 'VictoryBPLibrary' does not appear to be compatible with current version of the Engine. The plugin needs to be recompiled. 

Engine Version 4.14.2

Please refer Screenshot.

![ddbc030d1b5cc9eb568bc20c01f808045cd2eb1e.png|617x379](upload://vDykKnQm9VuebZuxN6oUa7AcPV4.png)

Thanking you.
[/QUOTE]



Welcome to the UE4 forums  @Kalyani !

I updated my keyrebinding system to 4.15 via media fire, here is the 4.15 update:
https://forums.unrealengine.com/showthread.php?51449-Full-Project--s-UMG-Rebindable-Key-System-Rebind-keys-at-Runtime!&p=672380&viewfull=1#post672380

Prior versions:
https://wiki.unrealengine.com/File:ReBindableKeys.zip


Please try 4.15 if you have 4.15 Engine and let me know how that goes :)

It is the full project for 4.15, including Victory Plugin :)

♄

You are welcome and thanks for the detailed log information!

Crash when in constructor is here:



FTexture2DMipMap& MyMipMap 	= T2D->PlatformData->Mips[0];


What that tells me is that the texture you are referring to in your constructor has not been fully initialized during the constructor script when packaging is occurring.

In general I don’t recommend doing operations on UObjects within your constructor if it involves reading or writing low level engine data.

I can only recommend moving your code out of the constructor and into Begin Play, as that is better coding practice in general to avoid these kind of errors and I also don’t know how to work around the assertion.

For Stability and Happiness I recommend Begin Play :slight_smile:

:heart:

Victory Plugin is taking too much space in our mobile game: Installed size: 6.63MB - Compressed download size: 1.42MB

is also increasing launch of the game.

I think we should write a script that detects unused Victory functions in the blueprints then removes them from the Victory Plugins headers. Do you have any idea to implement in an easier way?

can you please make a 4.14.3 version the 4.14.1 version wont work and wont recompile for me. I Thank you for your .

Hello, I purchased your Save System Plugin, wich is Not bad, but when i use Save Load From File( “Blutilities”,with Level Name ) it’s not loading the the Items Back to the Given Levels,
I don’t know if is by design, but it’s not very functional than,if I decide to Save Actors From the given Level Again

Also Do you know mayby how to make:
a) “Make Current” wich is an Editor Command in “Levels” (For Given Level)( would solve the problem above,because when changing make current to my wanted level than the “Load” is working)
or
b)Change Actors Level Ownership