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Using Unreal Live Link in a UE4 project built from source

Posted By will.cowling.uk 6 Years Ago
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Using Unreal Live Link in a UE4 project built from source

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will.cowling.uk
will.cowling.uk
Posted 6 Years Ago
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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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