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WSAnim
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WSAnim
Posted 5 Years Ago
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Group: Forum Members
Last Active: 7 Months Ago
Posts: 13,
Visits: 443
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I just ran into this issue myself as an owner of the ULL plugin. I'd like to hear from the devs on this.
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will.cowling.uk
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will.cowling.uk
Posted 6 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 11,
Visits: 115
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So after a bit more digging, it looks to me as though the Unreal Live Link plugin and the Auto Setup plugin are only compatible with Binary versions of UE4 installed through the Epic Games Launcher, and then only if the project is Blueprint only and doesn't include any C++ files. If either the Engine is compiled from source, or the Project is compiling with c++ files then the build process either can't find the plugin module (for the ULL plugin) or nukes the plugin during the build (for the Auto Setup RLPlugin which does include the PLPlugin.Build.cs file). Either way this does seem like a bit of an oversight, so hopefully I'm missing something obvious here.
My understanding is that UE4 plugins Must include the source code to be able to work in UE4 source based projects. If you want to hide your propriety code then you just stick it in a separate DLL which the plugin loads in.
As I mentioned, this seems like a serious oversight for a $1000+ product, so hopefully someone can correct me.
Cheers, Will
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will.cowling.uk
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will.cowling.uk
Posted 6 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 11,
Visits: 115
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Answering my own question... I've just found the Python API for developing plugins for iClone, so it looks like I might be able to write my own version of this after all.
Thanks, Will
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will.cowling.uk
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will.cowling.uk
Posted 6 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 11,
Visits: 115
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Hi, I'm trying to evaluate 'Unreal Live Link' to see if there's somehow some justification for it (other than charging $1000 for sending a bunch of matrix transforms over a network socket interface, which I could code myself in a matter of hours if there was an API to access the internals of iClone). My project is built from the UE4 engine source code (from GitHub) and the project itself includes C++ files and some custom plugins. Adding the RLLiveLink plugin to the project causes the build to break as there is no Module Rules .cs file included in the plugin (also missing for RLLiveLinkEditor). Has anyone managed to get this working as I don't want to spend too much time debugging it myself? Build error is... " Unable to find module 'RLLiveLink' referenced by \source\repos\UnrealEngine\Engine\Plugins\Reallusion\RLLiveLink\RLLiveLink.uplugin" Thanks, Will
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