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Hello,
After building the CS solutions, I try to build the C++ part from PluginInstaller. I've a build error and I don't understand why. I successfuly build the plugin on an another PC so I've pro…
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I am trying to compile the sdk for Android from a windows machine to use with UE4, but I keep getting this error about my compiler not working. I have tried passing the android.toolchain.cmake file fr…
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Inside Build.cs I added:
modules.Add("SIOJson");
Inside Plugins folder, I have:
Plugins/socketio-client-ue4/Binaries/Win64/UE4Editor-SIOJson.dll
and:
Plugins/socketio-client-ue4/Source/SIOJson/…
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Consideration of using unity build system for compiling Godot engine. The unity build system compiles all source code as a single translation unity and therefore might decrease compile times significa…
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The AirSim repo has a uproject in it and when it is built is add some dependencies. UrdfSim does not. How do I handle this?
When I build UrdfSim,
./setup.sh
./build.sh
There is not uproject or d…
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in v0.1 we need to manually install our dependencies. Workflow-wise it would be great to encapsulate npm commands directly in the bp node component.
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I have two question:
1.Does mono can reload dll on iOS so that we can update code?
2.If it can reload, how can I do it?
Is there some example or idea?
On window, my solution is: unload old do…
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I am proposing to compile all gdscript code into gdnative C when exporting the game and store/run scripts as gdnative from here on. This conversion from gdscript to gdnative likely will have to chang…
ghost updated
4 years ago
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Hello, I rebuilt pushwoosh sample project with plugin in it, and rebuild was succesfull.
But project can't deploy or build to android phone.
with no gradle:
ERROR: cmd.exe failed with args /c "C:…
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I'm currently building for iOS and I get the following error:
```
LogPlayLevel: UnrealBuildTool: In file included from /mac/gamelocation/Plugins/socketio-client-ue4/Intermediate/Build/IOS/SemiFutu…