Let me start with what an awesome plugin you have created.
Now I would love to implement this plugin (UE4.21) in and android application that I am developing, but I am getting:
DirectoryNotFoundException: Could not find a part of the path 'C:\software\Games\Epic Games\UE_4.21\Engine\Intermediate\Build\Android\UE4\Development\CurveEditor\CurveEditor.precompiled'.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost)
at System.IO.File.InternalReadAllText(String path, Encoding encoding, Boolean checkHost)
at Tools.DotNETCommon.JsonObject.Read(FileReference File) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\DotNETCommon\DotNETUtilities\JsonObject.cs:line 50
at UnrealBuildTool.PrecompiledManifest.Read(FileReference Location) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\PrecompiledManifest.cs:line 37
at UnrealBuildTool.UEBuildModuleCPP.Compile(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment BinaryCompileEnvironment, List1 SharedPCHs, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildModuleCPP.cs:line 338 at UnrealBuildTool.UEBuildBinary.SetupBinaryLinkEnvironment(ReadOnlyTargetRules Target, UEToolChain ToolChain, LinkEnvironment LinkEnvironment, CppCompileEnvironment CompileEnvironment, List1 SharedPCHs, ISourceFileWorkingSet WorkingSet, DirectoryReference ExeDir, ActionGraph ActionGraph) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 722
at UnrealBuildTool.UEBuildBinary.Build(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment, List1 SharedPCHs, ISourceFileWorkingSet WorkingSet, DirectoryReference ExeDir, ActionGraph ActionGraph) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 193 at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, CPPHeaders Headers, List1 OutputItems, List`1 UObjectModules, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph, EHotReload HotReload, Boolean bIsAssemblingBuild) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 2173
at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String[] Arguments, FileReference ProjectFile, Boolean bCatchExceptions) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 1503
Research:
As far as I can understand now this plugin uses the CurveEditor. Something that is 'only' used for the editor and therefore is not included in the Android build folder. Indeed the following directory and file is missing. Games\UE_4.21\Engine\Intermediate\Build\Android\UE4\Development\CurveEditor\CurveEditor.precompiled'
However both suggestion have two problems (as far as I can figure out now):
my code knowledge (also of this plugin) is the limited to get the solutions working
my end goal is to load a specific section of a map on runtime. So I don't want to import the osm data in the editor and then create an android build, rather at runtime I would like to get some .osm data, create a mesh map and place it in the world, hence I will probably need the curve editor in android.
Dear Mike (and others),
Let me start with what an awesome plugin you have created.
Now I would love to implement this plugin (UE4.21) in and android application that I am developing, but I am getting:
DirectoryNotFoundException: Could not find a part of the path 'C:\software\Games\Epic Games\UE_4.21\Engine\Intermediate\Build\Android\UE4\Development\CurveEditor\CurveEditor.precompiled'. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost) at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost) at System.IO.File.InternalReadAllText(String path, Encoding encoding, Boolean checkHost) at Tools.DotNETCommon.JsonObject.Read(FileReference File) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\DotNETCommon\DotNETUtilities\JsonObject.cs:line 50 at UnrealBuildTool.PrecompiledManifest.Read(FileReference Location) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\PrecompiledManifest.cs:line 37 at UnrealBuildTool.UEBuildModuleCPP.Compile(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment BinaryCompileEnvironment, List
1 SharedPCHs, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildModuleCPP.cs:line 338 at UnrealBuildTool.UEBuildBinary.SetupBinaryLinkEnvironment(ReadOnlyTargetRules Target, UEToolChain ToolChain, LinkEnvironment LinkEnvironment, CppCompileEnvironment CompileEnvironment, List
1 SharedPCHs, ISourceFileWorkingSet WorkingSet, DirectoryReference ExeDir, ActionGraph ActionGraph) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 722 at UnrealBuildTool.UEBuildBinary.Build(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment, List1 SharedPCHs, ISourceFileWorkingSet WorkingSet, DirectoryReference ExeDir, ActionGraph ActionGraph) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 193 at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, CPPHeaders Headers, List
1 OutputItems, List`1 UObjectModules, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph, EHotReload HotReload, Boolean bIsAssemblingBuild) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 2173 at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String[] Arguments, FileReference ProjectFile, Boolean bCatchExceptions) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 1503Research: As far as I can understand now this plugin uses the CurveEditor. Something that is 'only' used for the editor and therefore is not included in the Android build folder. Indeed the following directory and file is missing. Games\UE_4.21\Engine\Intermediate\Build\Android\UE4\Development\CurveEditor\CurveEditor.precompiled'
Now I have found some info on this: https://answers.unrealengine.com/questions/903887/view.html?sort=oldest and https://answers.unrealengine.com/questions/799396/how-to-detect-if-its-editor-build-in-buildcs.html
However both suggestion have two problems (as far as I can figure out now):
Is this even possible? Please help.