@, could you please update to 4.15?
Here, at the 9th line write command.
bEnforceIWYU = false;
will enable you guys to compile the plugin. It obviously is just a temporary solution and the code have to be realigned properly according the latest changes introduced in 4.15
THANK YOU SO MUCH!!!
Works perfectly
Because seems to be AFK hereâs a link to a 4.15 compile to get people up and running again.
Thank you!
Hi,
Iâve downloaded Victory, but every I try to open Unreal with it, it doesnât 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 doesnât seem to work.
What should I do?
Thanks in advance!
Hello ! I really appreciate your work on plugin!
I am using âGet UV Hit Information back from Line Tracesâ, and everything is OK on Static Meshes. But, for some reason, I canât 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:(
Youâre welcome!
I havenât 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
[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
I havenât 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 projectâs 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"
}
);
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 .
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
Enjoy Victory Plugin in 4.15!
4.15 Build (HTML5, win32, win64, editor, dev packaged, and shipping)
Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you
- Win64 Development
- Win64 Shipping <~~~~~~ NEW!
- Win32 Development
- Win32 Shipping
- HTML5 Development
- 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:
@
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 wonât distract you, but may be you can give me a good direction on solving problem?
Can you explain a bit more what you want to do exactly?
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
I am wishing you luck with !
Hi âŠ
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
Iâm 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 donât call me lazy haha.
âAssertion failureâ on packaging when using âGetPixels Array From T2Dâ in construction script actor.
Hey,
Thank you so much for the update!
I can now use the awesome âGet Pixels From Textureâ nodes which are working perfectly for one minor.
Using the âGetPixels Array From T2Dâ blueprint node in a construction script of an actor will result in a âAssertion failureâ 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 âPixel Arrayâ 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 showâs that the module âVictoryBPLibraryâ 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.
Thanking you.
Not sure how easy that will be, I will think about it!
[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 :)
â„