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

A huge thank you to the Rama for his work.
This plugin for Unreal Engine is invaluable!
For reasons unknown to me, the author hasn’t updated the plugin for a long time, so I decided to do it myself.

If you need it too, please keep it for FREE

VictoryBPLibrary56 - Patreon Dowload Link
VictoryBPLibrary57 - Patreon Download Link

Have a good day everyone!**

4 Likes

That is awesome thank you! I’ve been using Rama’s plugin since 2016 and it’s always been incredibly useful in my projects. I’ll definitely check your version out.

1 Like
Did you make the rama save system usable in Unreal 5.6? Thank you so much! I really needed this feature! However, I migrated a project from 5.4 to 5.6, and even though I copied the file you uploaded to the path you provided, it still says it can't find the rama save system. How can I use it? Thank you!

As far as I understand, the Rama Save System and the Victory Plugin are actually two different plugins made by Rama.
I’ve never used the Save System myself, so I’m not 100% sure how it works.
But I might take a look at it later. Maybe I’ll try to port it to a newer version too.
Can’t promise anything yet, though!

Oh... I'm so sorry. I misunderstood everything. I thought you were talking about the Rama save system. I apologize if I bothered you. But I'm glad you could take a look. Have a nice day.

vpn para spotify Rama’s extra blueprint nodes add powerful UE5 features without needing C++.

Any 5.7 version?

The author passed away unfortunately.

Oh, I am really sorry to hear that. Thank you Rama for your work in the community.

:black_heart: :black_heart: :black_heart:

**Rama VictoryBPLibrary UE 5.7

Hello to everyone looking for Rama Victory Plugin for new engine versions.**

I accidentally learned that Rama has sadly passed away. It’s so sad… I’m speechless, it’s so sad…

He was a great man and a great mind.

His contribution to us all is invaluable. I’m personally very grateful to him for his work.

I still use his plugin, and I’ve already ported it to versions 5.6 and 5.7

They’re available here on my Patreon Page

If you need it too, please keep it for FREE

VictoryBPLibrary56 - Patreon Download Link

VictoryBPLibrary57 - Patreon Download Link

Many thanks to Rama
Rest in Peace.

6 Likes

Thanks for the upload, but when trying to compile my game I get loads of errors. Tried many toolchains, but for the love of god I can’t get the Victory Plugin compiled for shipping…

[5/7] Compile [x64] VictoryBPFunctionLibrary.cpp
C:\Users\Admin\Documents\Unreal Projects\Tiger57\Plugins\VictoryBPLibrary57\Source\VictoryBPLibrary\Public\VictoryBPFunctionLibrary.cpp(554,44): warning C4996: 'TArray<T,TSizedInlineAllocator<24,32,FDefaultAllocator>>::Pop': Pop with a boolean bAllowShrinking has been deprecated - please use the EAllowShrinking enum instead - Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
        with
        [
            T=UWidget *
        ]
			UWidget* PossibleParent = WidgetsToCheck.Pop(bAllowShrinking);
			                                        ^
C:\Users\Admin\Documents\Unreal Projects\Tiger57\Plugins\VictoryBPLibrary57\Source\VictoryBPLibrary\Public\VictoryBPFunctionLibrary.cpp(705,2): warning C4996: 'FInputKeyParams': Use FInputKeyEventArgs instead - Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
	FInputKeyParams Params(Key, EventType, double(1.f), false); //amount depressed, bGamepad
	^
C:\Users\Admin\Documents\Unreal Projects\Tiger57\Plugins\VictoryBPLibrary57\Source\VictoryBPLibrary\Public\VictoryBPFunctionLibrary.cpp(705,24): warning C4996: 'FInputKeyParams::FInputKeyParams': Use FInputKeyEventArgs instead - Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
	FInputKeyParams Params(Key, EventType, double(1.f), false); //amount depressed, bGamepad
	                      ^
C:\Users\Admin\Documents\Unreal Projects\Tiger57\Plugins\VictoryBPLibrary57\Source\VictoryBPLibrary\Public\VictoryBPFunctionLibrary.cpp(706,7): warning C4996: 'APlayerController::InputKey': Use the version which takes a FInputKeyEventArgs instead. - Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
	ThePC->InputKey(Params);
	     ^
[6/7] Link [x64] Tiger-Win64-Shipping.exe
   Bibliothek "C:\Users\Admin\Documents\Unreal Projects\Tiger57\Binaries\Win64\Tiger-Win64-Shipping.lib" und Objekt "C:\Users\Admin\Documents\Unreal Projects\Tiger57\Binaries\Win64\Tiger-Win64-Shipping.exp" werden erstellt.
Module.GeometryAlgorithms.1.cpp.obj : error LNK2019: Verweis auf nicht aufgel�stes externes Symbol "__std_mismatch_4" in Funktion ""void __cdecl std::_Make_heap_unchecked<class std::array<int,2> *,struct std::less<void> >(class std::array<int,2> *,class std::array<int,2> *,struct std::less<void>)" (??$_Make_heap_unchecked@PEAV?$array@H$01@std@@U?$less@X@2@@std@@YAXPEAV?$array@H$01@0@0U?$less@X@0@@Z)".
Module.GeometryAlgorithms.2.cpp.obj : error LNK2001: Nicht aufgel�stes externes Symbol "__std_mismatch_4".
Module.GeometryAlgorithms.2.cpp.obj : error LNK2019: Verweis auf nicht aufgel�stes externes Symbol "__std_minmax_element_d" in Funktion ""struct std::pair<double *,double *> __cdecl std::_Minmax_element_vectorized<double>(double * const,double * const)" (??$_Minmax_element_vectorized@N@std@@YA?AU?$pair@PEANPEAN@0@QEAN0@Z)".
reverb_onset_compensator.cc.obj : error LNK2019: Verweis auf nicht aufgel�stes externes Symbol "__std_minmax_element_f" in Funktion ""struct std::pair<float *,float *> __cdecl std::_Minmax_element_vectorized<float>(float * const,float * const)" (??$_Minmax_element_vectorized@M@std@@YA?AU?$pair@PEAMPEAM@0@QEAM0@Z)".
reverb_node.cc.obj : error LNK2019: Verweis auf nicht aufgel�stes externes Symbol "__std_max_element_f" in Funktion ""float * __cdecl std::_Max_element_vectorized<float>(float * const,float * const)" (??$_Max_element_vectorized@M@std@@YAPEAMQEAM0@Z)".
C:\Users\Admin\Documents\Unreal Projects\Tiger57\Binaries\Win64\Tiger-Win64-Shipping.exe : fatal error LNK1120: 4 nicht aufgel�ste Externe
Trace written to file C:/Users/Admin/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+UE_5.7/UBA-Tiger-Win64-Shipping.uba with size 6.1kb
Total time in Unreal Build Accelerator local executor: 8.71 seconds

Result: Failed (OtherCompilationError)

Hey! Thank you for the Log!
This is might be the Issue with MCVS

Please make sure you are using:

  • Visual Studio 2022

  • MSVC v143 toolset

  • Windows 10/11 SDK (same version Unreal was built with)

Have a great day!

Having the same issue. Can’t get it to work either. Ever find a solution?