Open yumi-cn opened 2 years ago
Thank you for you feedback.
We can modify the BuildId in (
More info can be found here:https://www.tacolor.xyz/pages/TAPython.html#q1-get-flowing-warning-message-when-open-the-project.
This plug-in is not open source ready, but I think it will be.
Thank you for you feedback.
We can modify the BuildId in (
\Plugins\TAPython\Binaries\Win64\UnrealEditor.modules) to get it work, in most case. (It will failed if your customized engine was modified a lot.) More info can be found here:https://www.tacolor.xyz/pages/TAPython.html#q1-get-flowing-warning-message-when-open-the-project. This plug-in is not open source ready, but I think it will be.
Thanks a lot!
Try Many Ways to Avoid Compile this plugin in packaging, but none of them actually work, so I have got to set this plugin Enable: false
in
I'd like to write a .bat file to refresh the build-id in just one file click, will post here or add a pull request when it's done.
Thank you for you feedback. We can modify the BuildId in (
\Plugins\TAPython\Binaries\Win64\UnrealEditor.modules) to get it work, in most case. (It will failed if your customized engine was modified a lot.) More info can be found here:https://www.tacolor.xyz/pages/TAPython.html#q1-get-flowing-warning-message-when-open-the-project. This plug-in is not open source ready, but I think it will be. Thanks a lot!
Try Many Ways to Avoid Compile this plugin in packaging, but none of them actually work, so I have got to set this plugin
Enable: false
in.uproject file and turn it on manually in editor when need that. I'd like to write a .bat file to refresh the build-id in just one file click, will post here or add a pull request when it's done.
Cool~ Thank you~
Having this issue with a source/customized build of 4.27 chaos :/
Having this issue with a source/customized build of 4.27 chaos :/
I have submitted the TAPython built for the UE 4.27 Chao preview3 engine version. You can find it at the link below. If you have any other questions, please feel free to give us your feedback
Thank you! I'll give it a shot along with the .module edit.
@cgerchenhp I'm attempting to get TAPython 1.2.2 working in a custom build of UE 5.3.0. I tried the BuildId trick mentioned above, but no luck. It fails to find the entry point in the plugin's DLL.
Are you still planning to make this open source, so we could build it ourselves? If so, do you know when? Thank you!
We are unable to publish the source code in the foreseeable future due to various reasons.
However, we will strip all the "PythonLibs" (PythonBPLib, PythonMaterialLib etc.) from TAPython in the follow-up, which will make this plugin more compatible and maximize the compatibility of this "pre-compiled" plugin.
For someone use official version binary engine, the precompile plugin works fine.
But I recently dev something in Engine Source Code within a team, and the Plugin build-id mismatch with engine when we rebuild our customized engine, and the engine with report the error that 'The following modules are missing or built with a different engine version: TAPython', and the 'rebuild' option work not fine due to there is no source code of this plugin.
and in some Mobile Package Cases, The Engine would try to compile this plugin again, and ref to some none exist .lib file in Mainfest.xml file.
So, is there some advice for me to use this plugin in these cases, or is the source code of this Plugin shareable?