Make a BP project on Windows
Trying to get Apsalar to work via Analytics Blueprint Plugin and Apsalar Plugin, gives me this error:
LogModuleManager:Warning: ModuleManager: Unable to load module 'IOSApsalar' because the file 'C:/Program Files/Epic Games/4.8/Engine/Binaries/Win64/' was not found.
After some searching around it looks like I need to compile engine from source on Mac to make it work
After a whole lot of messing around I managed to get the engine source to build on a Mac Mini.
On the Mac Mini, if I start a new BP only project it opens and runs fine.
If I start the engine and make a new cpp project, then open the .xcodeproj file, everything looks fine and it compiles and works.
If I copy my BP project from Windows and run the “Generate Xcode Project” option from the .uproject file it makes the project file, but it appears to be missing a bunch of stuff that the cpp one had, which i figure is mostly handling the fact that there’s custom code it needs to be aware of and build.
When I open my transfered project in xcode and try build I get this error:
Rocket: No modules found to build?
! Command /Users/Shared/UnrealEngine/4.8/Engine/Build/BatchFiles/Mac/RocketBuild.sh failed with exit code 5
If I open the engine and then try to open my .uproject file, it crashes every time.
I’ve been completely stuck for days trying to get past these issues and have made very little progress.
There is little to no documentation on how to get the analytics plugins to work aside from configuring an INI file, which I have done to no avail.
Any help would be greatly appreciated.
Update 07/21/2015
After fixing the crashing,
I am now getting the following:
I’m guessing the plugin is not being compiled, how do I tell Xcode to build that plugin?