Closed Monstreur closed 6 years ago
Are you trying to package a blueprint only project? This doesn't work with purely project plugins in unreal engine. To fix it, convert your project to support C++ by adding a simple empty C++ class file in File->New C++ class and recompile (see e.g. https://allarsblog.com/2015/11/04/converting-bp-project-to-cpp/ for details). After that it should package correctly
Yes i tried with a Full blueprint project but then i convert it. So i tried but UE4 said in log that it's missing "UE4Editor-SocketIOClient.lib". Don't know why cause there is a UE4Editor-SocketIOClient.dll.
When packaging, UE4 collapses all modules including plugins into a monolithic .exe which is why it requires the project to be C++ to detect the plugins to recompile as .libs instead of .dlls.
It works now! Thanks :D !! Do I need to build every time I change something in my project (even if it's only in blueprint) ?
Nope, this only needs to be done once per engine build (e.g. will need a recompile when 4.19 comes out and you switch your project to it), otherwise your project will behave as usual. Also with the project being C++ it will package plugin dependencies correctly even if you update their source.
This was just for create .lib files ?
Converting a project to C++ and compiling will add a UE4Editor-<yourprojectname>.dll
in your <project root>/Binaries/Win64
folder. Then when you package, the editor will recompile all your modules as .lib files which get included in the final .exe file in your packaged folder.
Decided to add a small section to the readme about packaging for future users here: https://github.com/getnamo/socketio-client-ue4/blob/master/README.md#packaging
Hi ! When i launch my project into UE4: all is working, the client is connected to my server, etc. But when i packaged my project (for win64). Nothing with this plugin work. Is there something needed to be activated ?