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

I will look into this, added to my to do list!

The Color Picker

If I recall, you just have to delay about 0.27 seconds after construction, before trying to set the color value to your own value. I am aware that is not necessarily ideal but my attempts to stop the initial animation / skip the animation (which causes the color picker to go to the default value), have not yet been successful. So for now, after you fully open the color picker, delay about 0.27 seconds, then set the color to your actual desired initial value.

:heart:

Rama

2 Likes

Rama Looking For Work / Offering Tutoring in Unreal Engine

Dear Community,

I am currently available for tutoring sessions and contract work!

:heart:

Rama

Hi, I donā€™t see GetRenderedActors and GetNotRenderedActors in the editor, I have the 5.3 plugin enabled

Also implementing bidrectional ProjectWorldToScreen would be immensely helpful, @Rama

Hereā€™s a link to the code (at the bottom): Project World to Screen Location stops returning a value - #11 by BrandenMarais

Thank you so much for this! Iā€™m trying to figure out how to execute an FFMPEG command via your Victory Create Proc node. Is this the right way to go? If so, any bit of help would be greatly appreciated!

Also, your color scheme and explanation inspired me to get a tie dye shirt to open my mind a little haha!

Hi, on UE 4 it was all okey, but now i trying UE 5.3, and plugin works in the editor, but when i try packing the game i got error

LogSlate: Window 'Plugins' being destroyed
LogSlate: Window 'Plugins' being destroyed
LogDirectoryWatcher: A directory notification for '../../../Engine/Plugins/' was aborted.
LogDerivedDataCache: C:/Users/files/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished in +00:00:13.018 and deleted 0 files with total size 0 MiB and 0 empty folders. Scanned 7198 files in 7611 folders with total size 10 MiB.
LogSlate: External Image Picker: DecompressImage failed
LogWorldSubsystemInput: UEnhancedInputDeveloperSettings::bEnableWorldSubsystem is false, the world subsystem will not be created!
LogSlate: Window 'Project Settings' being destroyed
LogSlate: Window 'Project Settings' being destroyed
LogUObjectHash: Compacting FUObjectHashTables data took   0.92ms
LogTurnkeySupport: Project requires temp target (VictoryBPLibrary plugin is enabled)
LogLauncherProfile: Unable to use promoted target - ../../../../../../Users/files/Documents/Unreal Projects/MyProject/Binaries/Win64/UnrealGame.target does not exist.
LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ""C:/Program Files/Epic Games/UE_5.3/Engine/Build/BatchFiles/RunUAT.bat"  -ScriptsForProject="C:/Users/files/Documents/Unreal Projects/MyProject/MyProject.uproject" Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=50086  -project="C:/Users/files/Documents/Unreal Projects/MyProject/MyProject.uproject" BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook  -project="C:/Users/files/Documents/Unreal Projects/MyProject/MyProject.uproject"  -unrealexe="C:\Program Files\Epic Games\UE_5.3\Engin
e\Binaries\Win64\UnrealEditor-Cmd.exe" -platform=Win64 -installed -stage -archive -package -build -pak -iostore -compressed -prereqs -archivedirectory="C:/Users/files/Documents/Unreal Projects/buildy/dm2" -clientconfig=Development" -nocompile -nocompileuat ]
UATHelper: Packaging (Windows): Running AutomationTool...
UATHelper: Packaging (Windows): Using bundled DotNet SDK version: 6.0.302
UATHelper: Packaging (Windows): Starting AutomationTool...
UATHelper: Packaging (Windows): Parsing command line: -ScriptsForProject="C:/Users/files/Documents/Unreal Projects/MyProject/MyProject.uproject" Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=50086 -project="C:/Users/files/Documents/Unreal Projects/MyProject/MyProject.uproject" BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project="C:/Users/files/Documents/Unreal Projects/MyProject/MyProject.uproject" -unrealexe="C:\Program Files\Epic Games\UE_5.3\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -platform=Win64 -installed -stage -archive
 -package -build -pak -iostore -compressed -prereqs -archivedirectory="C:/Users/files/Documents/Unreal Projects/buildy/dm2" -clientconfig=Development -nocompile -nocompileuat
UATHelper: Packaging (Windows): Initializing script modules...
UATHelper: Packaging (Windows): Total script module initialization time: 0.10 s.
UATHelper: Packaging (Windows): Executing commands...
UATHelper: Packaging (Windows): Installed Sdk validity:
UATHelper: Packaging (Windows): Win64: (Status=Valid, MinAllowed_Sdk=10.0.00000.0, MaxAllowed_Sdk=10.9.99999.0, Current_Sdk=10.0.22621.0, Allowed_AutoSdk=10.0.18362.0, Current_AutoSdk=, Flags="InstalledSdk_ValidVersionExists")
UATHelper: Packaging (Windows): Scanning for envvar changes...
UATHelper: Packaging (Windows): ... done! 
UATHelper: Packaging (Windows): Cleaning Temp Paths...
UATHelper: Packaging (Windows): BUILD SUCCESSFUL
UATHelper: Packaging (Windows): Setting up ProjectParams for C:\Users\files\Documents\Unreal Projects\MyProject\MyProject.uproject
UATHelper: Packaging (Windows): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows): Running: C:\Program Files\Epic Games\UE_5.3\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe "C:\Program Files\Epic Games\UE_5.3\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" MyProject Win64 Development -Project="C:\Users\files\Documents\Unreal Projects\MyProject\MyProject.uproject" -Manifest="C:\Users\files\Documents\Unreal Projects\MyProject\Intermediate\Build\Manifest.xml"  -remoteini="C:\Users\files\Documents\Unreal Projects\MyProject"  -skipdeploy  -log="C:\Users\files\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Fil
es+Epic+Games+UE_5.3\UBT-MyProject-Win64-Development.txt"
UATHelper: Packaging (Windows): Log file: C:\Users\files\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\UBT-MyProject-Win64-Development.txt
UATHelper: Packaging (Windows): Creating makefile for MyProject (no existing makefile)
UATHelper: Packaging (Windows): Total execution time: 0.50 seconds
UATHelper: Packaging (Windows): Expecting to find a type to be declared in a module rules named 'VictoryBPLibrary' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null.  This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.
UATHelper: Packaging (Windows): Took 0,60s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\files\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\UBT-MyProject-Win64-Development.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 2s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error

i think i installed all needed visual studio components

and this is from AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\UBT-MyProject-Win64-Shipping.txt

Log started at 04/11/2024 09:35:32 (2024-04-11T07:35:32Z)
No config file at C:\Users\files\Documents\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
Configuration will be read from:
  C:\Users\files\AppData\Roaming\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
Log file: C:\Users\files\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\UBT-MyProject-Win64-Shipping.txt

Setting temp directory to 'C:\Users\files\AppData\Local\Temp\UnrealBuildTool\319625c3'
    Registering build platform: UnrealBuildTool.AndroidPlatformFactory
        Registering build platform: Android - buildable: False
    Registering build platform: UnrealBuildTool.IOSPlatformFactory
        Registering build platform: IOS - buildable: False
    Registering build platform: UnrealBuildTool.LinuxPlatformFactory
        Registering build platform: Linux - buildable: False
        Registering build platform: LinuxArm64 - buildable: False
    Registering build platform: UnrealBuildTool.MacPlatformFactory
    Registering build platform: UnrealBuildTool.TVOSPlatformFactory
    Registering build platform: UnrealBuildTool.WindowsPlatformFactory
Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (1)
Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (2)
Found Windows 10 SDK version 10.0.20348.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.20348.0 at C:\Program Files (x86)\Windows Kits\10
Found Windows 10 SDK version 10.0.22000.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.22000.0 at C:\Program Files (x86)\Windows Kits\10
Found Windows 10 SDK version 10.0.22621.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.22621.0 at C:\Program Files (x86)\Windows Kits\10
Win64 Installed SDK(s): MinVersion_Sdk=10.0.00000.0, MaxVersion_Sdk=10.9.99999.0, CurrentVersion_Sdk=10.0.22621.0, Version_AutoSdk=10.0.18362.0, CurrentVersion_AutoSdk=
        Registering build platform: Win64 - buildable: True
Command line: "C:\Program Files\Epic Games\UE_5.3\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" MyProject Win64 Shipping "-Project=C:\Users\files\Documents\Unreal Projects\MyProject\MyProject.uproject" "-Manifest=C:\Users\files\Documents\Unreal Projects\MyProject\Intermediate\Build\Manifest.xml" "-remoteini=C:\Users\files\Documents\Unreal Projects\MyProject" -skipdeploy "-log=C:\Users\files\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\UBT-MyProject-Win64-Shipping.txt"
Ignoring plugin 'ModelingToolsEditorMode' for platform/configuration
Ignoring plugin 'PythonScriptPlugin' for platform/configuration
Ignoring plugin 'XCodeSourceCodeAccess' due to unsupported platform in plugin descriptor
Ignoring plugin 'ContentBrowserFileDataSource' for platform/configuration
Ignoring plugin 'MeshModelingToolsetExp' for platform/configuration
Ignoring plugin 'PlanarCut' for platform/configuration
Ignoring plugin 'MeshModelingToolsetExp' for platform/configuration
Ignoring plugin 'ContentBrowserFileDataSource' for platform/configuration
Ignoring plugin 'Interchange' for platform/configuration
Ignoring plugin 'MediaPlayerEditor' for platform/configuration
Ignoring plugin 'MediaPlayerEditor' for platform/configuration
Ignoring plugin 'OnlineSubsystemGooglePlay' due to unsupported platform in plugin descriptor
Ignoring plugin 'OnlineSubsystemIOS' due to unsupported platform in plugin descriptor
Ignoring plugin 'PythonScriptPlugin' for platform/configuration
Ignoring plugin 'XCodeSourceCodeAccess' due to unsupported platform in plugin descriptor
Ignoring plugin 'ContentBrowserFileDataSource' for platform/configuration
Ignoring plugin 'MeshModelingToolset' for platform/configuration
Ignoring plugin 'MeshModelingToolsetExp' for platform/configuration
Ignoring plugin 'PlanarCut' for platform/configuration
Ignoring plugin 'MeshModelingToolsetExp' for platform/configuration
Ignoring plugin 'ContentBrowserFileDataSource' for platform/configuration
Ignoring plugin 'Interchange' for platform/configuration
Ignoring plugin 'MediaPlayerEditor' for platform/configuration
Ignoring plugin 'MediaPlayerEditor' for platform/configuration
Ignoring plugin 'MeshModelingToolset' for platform/configuration
Ignoring plugin 'OnlineSubsystemGooglePlay' due to unsupported platform in plugin descriptor
Ignoring plugin 'OnlineSubsystemIOS' due to unsupported platform in plugin descriptor
Creating makefile for MyProject (no existing makefile)
Skipping C:\Program Files\Epic Games\UE_5.3\Engine\Intermediate\Build\BuildRules\UE5Rules.dll: File is installed
Skipping C:\Program Files\Epic Games\UE_5.3\Engine\Intermediate\Build\BuildRules\UE5ProgramRules.dll: File is installed
Found Visual Studio installation: C:\Program Files\Microsoft Visual Studio\2022\Community (Product=Microsoft.VisualStudio.Product.Community, Version=17.9.34728.123)
Found Visual Studio toolchain: C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.39.33519 (Family=14.39.33519, FamilyRank=4, Version=14.39.33523, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64, Error=False, Redist=C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Redist\MSVC\14.38.33135)
Building UnrealGame - MyProject - Win64 - Shipping
Total execution time: 0.53 seconds
Expecting to find a type to be declared in a module rules named 'VictoryBPLibrary' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null.  This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.
BuildException: Expecting to find a type to be declared in a module rules named 'VictoryBPLibrary' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null.  This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.
   at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, ReadOnlyTargetRules Target, String ReferenceChain, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 480
   at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, ReadOnlyTargetRules Target, String ReferenceChain, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 423
   at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, ReadOnlyTargetRules Target, String ReferenceChain, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 423
   at UnrealBuildTool.UEBuildTarget.CreateModuleRulesAndSetDefaults(String ModuleName, String ReferenceChain, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 5210
   at UnrealBuildTool.UEBuildTarget.FindOrCreateModuleByName(String ModuleName, String ReferenceChain, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 5334
   at UnrealBuildTool.UEBuildTarget.FindOrCreateCppModuleByName(String ModuleName, String ReferenceChain, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 5471
   at UnrealBuildTool.UEBuildTarget.AddPlugin(PluginReferenceDescriptor Reference, String ReferenceChain, String[] ExcludeFolders, Dictionary`2 NameToInstance, Dictionary`2 NameToInfos, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 4511
   at UnrealBuildTool.UEBuildTarget.SetupPlugins(ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 4285
   at UnrealBuildTool.UEBuildTarget.PreBuildSetup(ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 3316
   at UnrealBuildTool.UEBuildTarget.Create(TargetDescriptor Descriptor, Boolean bSkipRulesCompile, Boolean bForceRulesCompile, Boolean bUsePrecompiled, UnrealIntermediateEnvironment IntermediateEnvironment, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 1366
   at UnrealBuildTool.BuildMode.CreateMakefileAsync(BuildConfiguration BuildConfiguration, TargetDescriptor TargetDescriptor, ISourceFileWorkingSet WorkingSet, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 1114
   at UnrealBuildTool.BuildMode.BuildAsync(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger, Boolean bSkipPreBuildTargets) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 396
   at UnrealBuildTool.BuildMode.ExecuteAsync(CommandLineArguments Arguments, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 252
   at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 659
WriteFileIfChanged() wrote 0 changed files of 0 requested writes.
Timeline:

[ 0.000]
[ 0.000](+0.545) <unknown>
[ 0.545]

Eagerly awaiting 5.4 :slight_smile:

Thanks for all your hard work.

Youā€™re welcome!

I am working on 5.4 right now!

:heart:

Rama

1 Like

:zap: Victory Plugin for UE5.4 Is Now Available! :zap:

Download link is in the original post for this thread!

Enjoy!

:heart: Thank You Epic, For Unreal Engine 5.4! :heart:

:heart:

Rama

5 Likes

Hi! thanks for support victory plugin (ue5.4).

I will get static mesh vertex and index information for c++ code in runtime.
but GetStaticMeshDescription function operate at editor mode only.

How to get staticmeshā€™s vertex and index information like ue4?

1 Like

Hi!
Iā€™m currently researching level streaming in multiplayer setups and some posts led me to the Victory Plugin. I found the UE5.3 version, but am unsure if the plugin contains anything level streaming or multiplayer related, or if these things have been pulled into the UE5 versions of the plugin.

Help would be very appreciated!
Thanks in advance and cheers!

Lordey

1 Like

@Rama, thank you so much for your work!!! Your plugin really helped me out alot of times. Some of the artworks i worked on wouldnt be possible without you <3

1 Like

Hi Rama,

Can you fix so Custom Depth Mask Screenshot will work on runtime builds?

It seams like It donā€™t work on builds. I have try in UE 5.3.2 and 5.4.2 and it donā€™t work. It works in the editor only. But they never said I wont work in builds.
And we need the mask to have full antialiasing, now there is no antialiasing at all so the mask donā€™t fit well to the objeck yous are masking out. You get ugly egde in the mask.

Will this be something you would like to fix?

Think this is useful to everyone.
But I need it. :slight_smile:

Kind regards
MegaVarg

1 Like

Im having the same problem, just by adding the plugin on 5.3.2, it wont build. Hope it gets solved soon.

2 Likes

yeah I am getting the same issue hopefully it will be sorted soon

Thanks Again
Ryan

Yesā€¦ Iā€™m trying to upgrade my project UE4 to UE5 and VictoryBPLibrary is really problem.

Iā€™m stuck at UE 4.27

LoginId:4e92445145cc45372bead68fb2dda077
EpicAccountId:149d02de63a24612a1cd1636fa283f83

Assertion failed: NewOperatorInputA [File:D:/Build/++UE4/Sync/Engine/Source/Editor/BlueprintGraph/Private/K2Node_CommutativeAssociativeBinaryOperator.cpp] [Line: 293]

UE4Editor_Core
UE4Editor_Core
UE4Editor_BlueprintGraph
UE4Editor_KismetCompiler
UE4Editor_KismetCompiler
UE4Editor_KismetCompiler
UE4Editor_KismetCompiler
UE4Editor_Kismet
UE4Editor_Kismet
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
1 Like

Doesnā€™t build on 5.4. @Rama

Looks like the issue with the 5.4 version is that the folder needs to be named ā€œVictoryBPLibraryā€. Builds fine with this. @Rama Could you please include the correctly named folder in the zip files provided? Thanks!

1 Like

Hello, how can i open the file dialog and let the user choose whatever file they want? i dont want to put a static filepath