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View Code? Open in Web Editor NEWRama's Victory BP Plugin
License: MIT License
Rama's Victory BP Plugin
License: MIT License
I tried using the sort function to sort a struct and it doesn't seem to do anything or perhaps the sorted array isn't outputed? I tried looking through the code and it seems like there isn't anything there aside from a comment saying that you should just call the generic function instead. I can't access that in blueprint obviously. Am I doing something incorrectly with this?
I'm trying to use the File IO Save String Text to File
node to work with the Json Blueprint plugin, which means saving the Json strings into a text file. The Json strings contains formatting characters, i.e. \r\n
and \t
which are invisible during debugging (when I hover the cursor on specific nodes). However, when the strings are saved into a text file, these characters becomes literal strings and additionally a \
is inserted before the double quote. An example:
{\"key_1\": value_1, \r\n\t\"key_2": value_2}
I've tried to use regex-replace function to replace these characters, but it didn't work.
I'm trying to set material onto object at run-time.
I'm creating material from texture & displacement map image file. These image files are loading from folder using Victory Plugin's "Load Texture 2D from File" Node.
I'm creating the material instance dynamic of the "test material". Now I'm setting the texture and displacement parameter as shown in figure [4](My texture and displacement map image resolution is 512x512).
After creating material instance dynamic, I'm setting this material to the object.
figure[1] test material: http://imgur.com/PHlU0TA
figure[2] texture: http://imgur.com/6YmZ4ea
figure[3] displacement map: http://imgur.com/iGDYsrS
figure[4] Method: http://imgur.com/PQZ9C3a
Now here is the problem.
When I directly create material in material editor from texture and displacement map and set it onto object. It doesn't generate** moiré pattern.**
But when I run-time set the material onto object using figure [4]. It will generate moiré pattern.
Here are the sample screen shots of both.
figure[5]: Material Editor result: http://imgur.com/nKan9eK
figure[6]: Runtime result: http://imgur.com/ao2XnDk
I think the "Load Texture 2D from File" Node is not calculating the Mip Map correctly.
It seems they changed location of ImageWrapper in 4.15, details here:
https://answers.unrealengine.com/questions/374166/411p5-what-happened-to-iimagewrapperh.html
I tried changing that, one error was gone, but got more errors. I guess there were several api changes. Hope someone will find time to fix this soon :)
VictoryPlugin422/Source/VictoryBPLibrary/Private/VictoryBPFunctionLibrary.cpp(4098): warning C4996: 'operator new': Placement new on TIndirectArray has been deprecated - users should call Add() passing a pointer to an object created with new. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
There was a change in the recent code for the Unreal Engine 4.23 pre-release, the branch's changes show that both ActionMappings and AxisMappings are now private, new public functions have been added.
Link to commit with InputSettings.h & InputSettings.cpp Changes
2>E:\myproj (2)\myproj\Plugins\VictoryPlugin\Intermediate\Build\Win64\UE4Editor\Inc\VictoryBPLibrary\VictoryBPFunctionLibrary.gen.cpp(258): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
2>E:\myproj(2)\myproj\Plugins\VictoryPlugin\Intermediate\Build\Win64\UE4Editor\Inc\VictoryBPLibrary\VictoryBPFunctionLibrary.gen.cpp(258): error C2146: syntax error: missing ';' before identifier 'UClass'
2>E:\myproj (2)\myproj\Plugins\VictoryPlugin\Intermediate\Build\Win64\UE4Editor\Inc\VictoryBPLibrary\VictoryBPFunctionLibrary.gen.cpp(8006): error C2065: 'Z_Construct_UClass_UDestructibleComponent_NoRegister': undeclared identifier
2>
Let me if it can be updatable ?
linux compatibility possible?
Hello,
I need to play sound from files (dynamic data for my games), but each times i try to use this method (GetSoundWaveFromFile), the Return Value is None.
Thank you in advance for your help, i really need it :(
And thank you for your plugin it help a lot.
I'd like to redistribute this in an open-source project; can you include a license? Suggest the MIT license if you don't have a preference: https://github.com/n1ckfg/KinectToPin/blob/master/license.txt
i have downloaded your victory plugin ,when i tried it on 4.14 it shows incompatible ,when i tried to rebuild using VS it shows msb 3705 error,what the fix?
Severity Code Description Project File Line Suppression State Error C2660 'UPrimitiveComponent::K2_LineTraceComponent': function does not take 8 arguments Pluginnn D:\Pluginnn\Plugins\VictoryPlugin-master\Source\VictoryBPLibrary\Private\VictoryBPFunctionLibrary.cpp 3230 Error C2660 'UPrimitiveComponent::K2_LineTraceComponent': function does not take 8 arguments Pluginnn D:\Pluginnn\Plugins\VictoryPlugin-master\Source\VictoryBPLibrary\Private\VictoryBPFunctionLibrary.cpp 3302 Error Failed to produce item: D:\Pluginnn\Plugins\VictoryPlugin-master\Binaries\Win64\UE4Editor-VictoryBPLibrary-283.dll Pluginnn D:\Pluginnn\Intermediate\ProjectFiles\ERROR 1 Error MSB3075 The command "D:\4.14\Engine\Build\BatchFiles\Build.bat PluginnnEditor Win64 Development "D:\Pluginnn\Pluginnn.uproject" -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command. Pluginnn C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets 41
I have several personal projects that would benefit from upgrading to ue5, even in early access, and I am unable to do so because I use this plugin.
(I tried to count on the auto rebuild but as usual, it does not help, and I am unable to understand half the errors I have when building with the source)
Hello,
I have install Victory plugin but i have an warning like #54.
The warning :
Referenced directory 'C:\Program Files\Epic Games\UE_4.23\Engine\Source\VictoryBPLibrary\Public' does not exist.
The file origin of warning : C:\Program Files\Epic Games\UE_4.23\Engine\Plugins\Marketplace\VictoryPlugin\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs
Thanks.
Hey, great plugin, thanks for all the functions !
I've stumbled upon this old thread : https://forums.unrealengine.com/t/deproject-screen-to-world-and-scenecapture2d/91657/8
Basically, it would seem that Kris's scene capture deprojection wasn't added to the Victory Plugin.
The projection is there but sadly not the deprojection.
Could it be added ? The code is already there in the thread.
It's pretty useful and sadly lacking in Unreal's scene capture functions.
Hello Rama, your plugin is very useful, But I met a problem.
I use GetSoundWaveFromFile() to dynamic load ogg, It works fine several months ago, Both Windows and Android work fine(With UE 4.15, or 4.16). but recently I use the function, It can only work on Windows, Android cannot play the dynamically loaded soundwave(UE4.21). It really confused me. So I want to ask if you have any idea about that?
Hi there! I've written a SublevelComponent which allows developers to have dynamic streaming sublevels working in multiplayer.
Previously we tried using the "Load Level Instance" functionality currently in UE, but this doesn't work in multiplayer as the sublevel doesn't get replicated properly. So I worked on a way to get sublevel instances working in multiplayer and this is what I came up with: https://gist.github.com/hach-que/11f2cf003ba61027f2d84fac1f3c8e2b
It's still undergoing testing, but it appears to work in all multiplayer scenarios including Play in Editor and separate processes. I want to get this SublevelComponent merged into the UE4 engine at some point in the future when it's stable enough, because I feel like having level instances in multiplayer is probably useful to a lot of other UE developers.
The SublevelComponent however uses the AddToStreamingLevels
and RemoveFromStreamingLevels
functions from this BP library in order to get the level instance setup/teardown working as expected. Before I can send a pull request to Epic, I'll need permission from you to actually include these functions in the PR since the engine doesn't currently include them from what I can see.
If it's okay to license these functions for inclusion into the Unreal Engine itself as part of a PR, please let me know.
Was wondering is it okay to bundle it with all of the projects I own?
I had try to package in android.It is not giving any error.
But whenever I set image path to load image at run time in material.It is not working like windows.
Plugins/VictoryPlugin/Source/VictoryBPLibrary/Public/VictoryBPFunctionLibrary.h(1800): error : 'GetTimeAlive' conflicts with 'Function /Script/VictoryBPLibrary.VictoryBPFunctionLibrary:GetTimeAlive'.
The error should tell you enough. I fixed it by renaming the function to something else.
Hi, i downloaded the plugin and i did everything right but i can't use the plugin. Error message is like "not the good version". I'm on UE4 4.20.2. Can you help me ?
I try to compile this plugin in UE4.14.3 but get this error
UPrimitiveComponent::K2_LineTraceComponent': function does not take 8 arguments
Is posible make a new branch for 4.14 and 4.15 or what is the commit compatible with that version?
Thanks
I've not had this issue with victory library yet, but I am on a source engine build now. For some reason, even though the victory library is in my project plugins folder, it thinks it's trying to reference "U:\Engines\UnrealEngine-4.21\UnrealEngine-4.21\Engine\Source\VictoryBPLibrary\Public"
instead of
"U:\Projects\DungeonMaster\Plugins\VictoryPlugin\Source\VictoryBPLibrary\Public"
Maybe we should get the path similarly to how the VR Expansion library does for the run time folder, example below:
private string PluginsPath
{
get { return Path.GetFullPath(Target.RelativeEnginePath) + "Plugins/Runtime/"; }
}
This seems like a safer solution. Just my two cents. Maybe I'll do a pull request.
Hi Rama,
I am trying plugin 4.17. But "Joy File IO Get Files" doesn't work in it.
Please advice this issue.
Error compiling header:
Unrecognized type 'UDestructibleComponent' - type must be a UCLASS, USTRUCT or UENUM UE_Expresome E:\Expresome\UE_Expresome\Plugins\VictoryPlugin\Source\VictoryBPLibrary\Public\VictoryBPFunctionLibrary.h 401
Below this code (comment linked below), why do you flip R and B?
Steps to reproduce:
Create a UserWidget
called MyWidget
Create another UserWidget
called MyWidget2
Remove the default canvas panel
from MyWidget2
and add MyWidget
to it
Inside Graph of MyWidget2
, use WidgetGetParentOfClass(MyWidget2, UserWidget)
Expected results: WidgetGetParentOfClass
should return MyWidget
Actual results: WidgetGetParentOfClass
returns null
Cause: On line 5109, ChildWidget->GetParent()
returns null since the parent is a UserWidget
hence the loop on line 5113 is never entered hence never using GetOuter()
to reach MyWidget
Suggested fix has been submited with pull request can be found at #10
Hi EverNewJoy. I would suggest Discord and Email system
Discord system is for webhooks, and Email is for sending.
thanks
Pulled the latest version from github repo and installed into the plugins on the project, tried starting the project and said the plugin was not compatible did I want to disable it. I answered "NO" then said, project could not load because "Victory Plugin" was missing files
Hi reporting,
I'm using the plugin in C++, I include as a dependency, works and packs fine on Windows. On packing on Android, it fails, I notice 2 things.
I get linker errors with private dependencies modules like AIModule in VictoryBPLibrary.Build.cs, I had to move them to public dependencies
I see you exclude Apex dependency for Android/IOS, you should exclude them from c++ code too like so
https://answers.unrealengine.com/questions/111012/how-to-deal-with-platform-specific-code.html
version 4.15
I tried to use “LoadStringArrayFromFile” on blueprint to read a Chinese txt file( UTF-8) ,
But it comes out "???????????????"
Does it supported, or any other function is supported?
Now VictoryPlugin isn't compatible with the latest version of UE4
This version have some improvements for vr so will be great if could fix it
Could you add support for UE4.14
Thanks
Hey! Thank you for your plugin!
I have a question about writing to pipe and getting output from programm.
I read the data from the "readPipe" without any problems. But when I try to send data something through "writePipe", I get the same in the response in "readPipe" instead of the real output from the programm.
I created a new function "WriteToPipe" using the example of other code
bool UExecutableProcessPipe::CreatePipe()
{
if(PipeIsValid())
{
//Ignore repeat creates without a close inbetween <3 Rama
return true;
}
return FPlatformProcess::CreatePipe( ReadPipe, WritePipe);
}
void UExecutableProcessPipe::ClosePipe()
{
if(PipeIsValid())
{
FPlatformProcess::ClosePipe(ReadPipe, WritePipe);
ReadPipe = nullptr;
WritePipe = nullptr;
}
}
bool UExecutableProcessPipe::ReadFromPipe(FString& PipeContents)
{
PipeContents = "";
if(!PipeIsValid())
{
return false;
}
PipeContents = FPlatformProcess::ReadPipe(ReadPipe);
return true;
}
bool UExecutableProcessPipe::WriteToPipe(FString InputString)
{
if(PipeIsValid())
{
return FPlatformProcess::WritePipe(WritePipe, InputString);
}
return false;
}
Hi, thanks for your great work!
I have a code that opens a webcam and take the results into a txt file then I try to read it from UE4 23.1 Version with your code. It reads the file when I just started the code but if i use webcam again to create another txt file, (it has same direction with the previous one) it cannot read it even it has same path and same file name. I have to restart Unreal Engine to be able to read the file again.
I feel like it doesn't catch the changed file in runtime, would there any other way to read the file during runtime? or would there a way to fix this problem?
I'm using Window 10
python 3.6.8 version
I'd like to hear reply as soon as possible, thank you
Hi Rama, gr8 work.
The Image Load from file plugin is loading the image synchronously, thus, the application pauses for few frames until the image is loaded.
I would be very glad if you change it to an asynchronous image loader with a finished loading condition to pass to the static object material.
Import file as Texture 2D inside unreal is already doing the same function....
Is there any setting or anything I have to do to load asynchronously ??
(I am a c# programmer, thus still I don't know c++ , but learning)
thx in advance....
I hope you can this favor for us ! thx.
Hi. When I compile the latest (4.17) Victory Plugin I am getting the error in the screenshot. Also attached is the RunUAT.bat file that I used to compile. I do this so when I create new projects the plugin is available and ready... No need to compile or add per-project.. allows for BP only projects.. FYI, this method worked for the previous version.
Please let me know if you want me to try anything... Thanks.
So, I extract the folder, and put it into the directory E:\Program Files\Epic Games\UE_4.22\Engine\Plugins\Marketplace And then I load up the Epic Games launcher, and see nothing. Is that the wrong directory? And I have looked around and I see no guide on where to put the folder in, or how to install it. Help would be appreciated! Thanks.
-Bubeboi
I put the VictoryPlugin in the Plugins Folder. After that I compiled it from the XCode.
When I open the project, I'm able to see the plugin in the plugin window. But I'm not able to get any nodes of plugin in Level Blueprint. Even I did't find VictoryBPLibrary Category in the Level Blueprint.
Here are the @Screenshots.
1> Creating library E:\UE4\Engine\Plugins\Runtime\VictoryBPLibrary\Intermediate\Build\Win64\UE4Editor\Development\VictoryBPLibrary\UE4Editor-VictoryBPLibrary.suppressed.lib and object E:\UE4\Engine\Plugins\Runtime\VictoryBPLibrary\Intermediate\Build\Win64\UE4Editor\Development\VictoryBPLibrary\UE4Editor-VictoryBPLibrary.suppressed.exp
1>Module.VictoryBPLibrary.cpp.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) struct FThreadSafeStaticStat StatPtr_STAT_PhysSceneWriteLock" (_imp?StatPtr_STAT_PhysSceneWriteLock@@3u?$FThreadSafeStaticStat@UFStat_STAT_PhysSceneWriteLock@@@@A)
1>E:\UE4\Engine\Plugins\Runtime\VictoryBPLibrary\Binaries\Win64\UE4Editor-VictoryBPLibrary.dll : fatal error LNK1120: 1 unresolved externals
1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "....\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
1>Done building project "UE4.vcxproj" -- FAILED.
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