Closed npxtune closed 3 years ago
Hey! Well, you need to compile the plugins. To do this, there are 3 steps:
Plugins
folder of one of your projects (create it if it does not exist).I'll try that out 👍
It does not want to compile. Seems like somehow the Engine modules are out of date (?)
Hum, you need to close the engine, and they should compile during the startup phase. You can also delete the folders "Binaries" and "Intermediate" inside the plugins folders. If this does not work, I suggest you try building them from an IDE...
If nothing work, would be available for a quick screen sharing on discord?
Hey, I did delete the "Binaries" and "Intermediate" folders inside both of the plugins. Since there was no log dialouge, I simply started the Editor in a terminal to get more info as to why it does not want to compile. Seems like Unreal has problems to compile the plugin because it would modify core engine modules and plugins. Gist: https://gist.github.com/Proton64/8312a6b0cd87ab0eed7d994cd47c231f
Hum, seems like the Building would modify the following engine files
is a common building issue on Linux...
I found these:
https://forums.unrealengine.com/t/solved-upgrade-c-project-from-ue-4-24-to-4-25-under-linux/144950/2
Says to add DefaultBuildSettings = BuildSettingsVersion.V2;
to both .Target.cs
of your project
(this should work with the startup build)
https://community.gamedev.tv/t/unable-to-run-bull-and-cow-game-on-linux-ubuntu/155138/3 Kind of a step by step solution (this imply a build with VSCode)
Tell me if you need any help with these.
Hey, I already found the first suggestion, these lines were already in the [...].Target.cs file in my project. I just did the second suggestion and compiled a Development Build. Trying to launch the project still results in the recompilation dialogue and the same error message.
I just did the second suggestion and compiled a Development Build. Trying to launch the project still results in the recompilation dialogue and the same error message.
Wait, so it compiled successfully (including the plugins), but fail to launch? Seems a bit weird to me 🤔 ... Could you check that after deleting the "Binaries" and "Intermediate" folders, and building it, they're back?
Only the Intermediate folders are back. The second suggestion compiled the project as a development build, it seems like it did not compile the plugins.
Arg, seems like it's not the solution then... I just came accross this video: https://youtu.be/WtfLfYY_k2Y?t=346
Here are the written down instructions if you prefer
./RunUAT.sh BuildPlugin -Plugin="{your-path-to-the-.uplugin-file}" -Package="{path-to-the-build-folder-you-want}"
And this should (hopefully) create the Binaries folder for you!
It works now! Finally, my god. Why does it have to be so complicated.
Niiiice 😄 ! (and sorry for the complicated process 😕 ...)
Aye, that's on Epig being so clever to make this complicated, not you.
I purchased the plugins and then downloaded them through the heroic launcher (a way to download marketplace assets on Linux). After that, I put them in the Engine Plugins folder as it should be and enabled them to always load in every Project. When loading a project, Unreal Engine fails to load the Plugins and gives me the following message:
Does anyone know how to fix this?