Hi! Thank you so much for your hard work on project!
I have a question about the Victory AI Move To With Filter node: is there any way to delay the following action until after the move has been completed? As in, if I want my AI to move to a location, and then once it’s arrived at the location it prints a string, is there any way to do with the current node? I can see there’s an enum for determining a successful request, but the enum is returned at the start of the AI’s move. Any help in figuring out how to get my AI to do something at the end of its move would be very much appreciated. Thank you!
Every engine update, does plugin break? And are you left waiting for a plugin update? Or how does it work? If so, is there any way around that?
I need is rebindable keys at runtime, so one node. Is easier to just do manually in C++? I have no experience with coding in unreal so I have no idea how to attack the problem.
Can you easily ship/package a game with a third party plugin?
Just trying to proceed with caution, I apologise if these have been answered Please point me in the right direction!
Hi can I get some help? I am new to BP but what I would like some help with is to change a texture on a static mesh for instance to create a deck of cards with BP. I have 52 copies of the BP containing the card what I need help with is giving each a different face.
Regarding Victory Plugin, if you run c++ UVictoryBPFunctionLibrary::VictorySimulateKeyPress
or blueprint VictorySimulateKeyPress from Victory BP Function library
the key will be pressed twice and released twice!
Yes that is what you need to do, I am glad it worked! I don’t compile for linux in the build that I send out to everyone. But for anyone else wanting to compile for linux, open up the .uplugin file and and Linux to the whitelisted platforms list
node was first added several engine versions ago, you should have it as far back as 4.13 version of my plugin.*
Continuing with my wish of empowering of you in Blueprints via my Victory BP library, these new nodes are VERY powerful!
With these nodes you can launch other applications of your choosing, with commandline arguments, right from BP!
You can even choose whether the application you launch should be detached and/or hidden.
Detached ~ Your UE4 app can close itself if Detached is true. If false, your UE4 app considers itself the parent of the created process and will wait until that child process finishes running before closing itself.
Hidden ~ If hidden, the process will run silently and undetectable to the user. Useful for background tasks that are not meant to distract from gameplay.
Software Design Consideration
Please use Detached + Hidden with consideration for your end user’s computer resources, as they wont be able to close the app if it is detached AND hidden.
I could not locate a way to end a process via process ID, only handles which are not BP exposeable. If people enjoy these nodes and would like it, I can make a BlueprintType exposed Process handle to enable additional features. So let me know if you are using these nodes!
**Get Application Name**
When you create a process through my BP node, you should save the resulting ProcessID as a var so that you can then verify it was created, and you can use node to get the name back from the OS.
Is Application Running
If you launch a process and want to wait to perform other logic until you know that process has finished running, you can save to variable the Process ID from CreateProcess and use node to find out when your other app finishes running!
**More Power For You in BP**
Victory to You!
♥
Download Links
4.16 Build (win32, win64, editor, dev packaged, and shipping)
Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you
I did create a dynamic material with an array with the textures which sets the texture randomly and also duplicates…what I did was created a BP with a mesh and made 52 copies of the BP to make a deck but I end up with duplicates of textures which I don’t want…how can you assist me…THANK YOU!!!
Im getting warning vrom the vi tory plugin in 4.16 can anyone give me some direction on how to fix it.
CompilerResultsLog: Info C:\Program Files\Epic Games\UE_4.16\Engine\Plugins\Runtime\VictoryPlugin\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs: warning: Module constructors should take a ReadOnlyTargetRules argument (rather than a TargetInfo argument) and pass it to the base class constructor from 4.15 onwards. Please update the method signature.
I’m trying to install the Victory plugin to UE4.16.2 but as soon as I get to the config editing step, the editor crashes at 79% with the message:
I followed the instructions in the wiki and extracted the code in the latest zip into MyProject/Plugins. I started the editor, made sure that the plugin was enabled, then closed it and went into MyProject/Config/DefaultEngine.ini and added UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine under the [/Script/Engine.Engine] header. Is there anything else that needs to be ? Sorry if should be obvious–I searched through the thread and couldn’t find anything.
Could you tell me how your “Selection Selection Box” node works? Like, can I see the pieces inside it to figure out why it’s not working for me?
At point I have it wired up in my HUD with a hitbox to draw a representation of the box and everything works great in the editor… but as soon as I Package it, the selection starts grabbing everything to the left and above where you select. So if you box around a unit that has nothing to its left or above it, the selection works, but if you select something with units beside it, it selects them too!
I’m trying to figure out why ONLY happens in the Packaged version, not the editor.
[QUOTE=sgp;730820]
Hi,
I'm trying to install the Victory plugin to UE4.16.2 but as soon as I get to the config editing step, the editor crashes at 79% with the message:
I followed the instructions in the wiki and extracted the code in the latest zip into MyProject/Plugins. I started the editor, made sure that the plugin was enabled, then closed it and went into MyProject/Config/DefaultEngine.ini and added UnrealEdEngine=/Script/VictoryEdEngine.VictoryEdEngine under the [/Script/Engine.Engine] header. Is there anything else that needs to be ? Sorry if should be obvious--I searched through the thread and couldn't find anything.
Thanks for the plugin and your help!
[/QUOTE]
Sorry those instructions are now only for VictoryEdEngine plugin, which is my Vertex Snap and Instanced Static Mesh Editor Plugin.
For Victory Plugin you do not set anything in your config file, just remove the lines and Victory Plugin will load just fine.
I've updated the wiki accordingly:
https://wiki.unrealengine.com/%27s_Vertex_Snap_Editor_Plugin#Installation_of_VictoryEdEngine_for_Vertex_Snapping
♥
Hiii!
The picture is too low rez for me to see what you are doing, can you post with bigger resolution?
**Download Links**
**4.16 Build (win32, win64, editor, dev packaged, and shipping)**
https://www.mediafire.com/?ieovbd5l9d7yub2
♥ Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you ♥
1. Win64 Development
2. Win64 Shipping **<~~~~~~ NEW!**
3. Win32 Development
4. Win32 Shipping
Please see my instructions for [Packaging UE4 Plugins With Your Game](https://forums.unrealengine.com/showthread.php?3851-(39)--s-Extra-Blueprint-Nodes-for-You-as-a-Plugin-No-C-Required!&p=476476&viewfull=1#post476476).
The picture is 1746x920, almost my whole screen(!), it only looks fuzzy when scaled down on Imgur by default. You should be able to see it if you click to expand it to full size, here’s a link to just the picture so you can try. https://i.imgur.com/CCxW7eP.jpg
But just in case, here it is slightly larger at 1920x1080, I cannot make it any higher resolution . https://i.imgur.com/uyOTMkH.png
Adding the larger one as an attachment too just in case.
Mostly I’m wondering how your node works to see if I can replicate parts of it if I can’t get it working as a whole in my project (or to see what could be breaking it along the way), but double clicking the node won’t expand it so I can’t see what’s in there.