Rama's Extra Blueprint Nodes for UE5, No C++ Required!

Hello !
Thank you for all your work to the community !! <3

tldr : @, can you add the “Array_Sort” from 4.27 version inside the 5.1 please ?
And is the comment of the UFUNCTION for the AppendArray function is intentional ?

I’m migrating my 4.27 project to Unreal 5.1. We use a lot of BP (+60% of our project of 4+ years).
And we of course also use a lot of Victory BP library functions !

I had a lot of trouble to not crash on BP opening (compilation) inside 5.1.
It is now fixed, but I post this on this topic, It might help someone else one day.

All these crashs were due to BP functions from VictoryBPLibrary not present anymore in the 5.1 version.
Why crash ? I don’t know. I have a lot of BP functions from other modules not found in 5.1, and they don’t create a crash. Setting the plugin to "Enabled:“false” in the .uproject didn’t help.

Thanks to VS Crash call stack reporter in debug editor mode, I could catch the node causing issue by searching inside each value inside call stack functions. It took me time to find a usefull variable like this one :

For this error, the UFUNCTION was commented in the VictoryBPLibrary.h, so BP was unable to access it. Uncommented it fixed the issue. I guess it’s a mistake ?
I also had error with Array_Sort function not existing anymore. Removing the node in 4.27 version (and reimport the BP in 5.1) fixed the issue. (but we now need to use another sort function)

With these fixed the 5.1 project could open (compile) BP of our project !
And also remember if you have a crash in BP, you can find the responsible BP/Function/Node inside variables in functions listed in the VS crash reporter. It can take time, but in my experience it’s always rewarding !

GL for your migration to Unreal 5 !

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