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How do you include plugins in packaged builds?

Hi, i recently downloaded Rama's blueprint library plugin ( https://forums.unrealengine.com/showthread.php?3851-(39)-Rama-s-Extra-Blueprint-Nodes-for-You-as-a-Plugin-No-C-Required! ) and i got it working fine when playing in the editor but i can't seem to get it to transfer to the packaged build.

When i run my packaged build and then look at the logs i get these errors.

 [2014.05.19-11.49.17:719][  0]LogLinker:Warning: Can't find file '/Script/VictoryBPLibrary'
 [2014.05.19-11.49.17:719][  0]LogUObjectGlobals:Warning: Failed to load '/Script/VictoryBPLibrary': Can't find file '/Script/VictoryBPLibrary'
 [2014.05.19-11.49.17:720][  0]LogLinker:Warning: Can't find file for asset '/Script/VictoryBPLibrary' while loading NULL.
 [2014.05.19-11.49.17:720][  0]LogUObjectGlobals:Warning: Failed to load '/Script/VictoryBPLibrary': Can't find file for asset '/Script/VictoryBPLibrary' while loading NULL.

I asked Rama and i was suggested to add one of these into my .Build.cs but it does not compile.

     //Private Paths
     PrivateIncludePaths.AddRange(new string[] { "Temple2\Plugins\PLUGIN_VictoryBPLibrary\Source\VictoryBPLibrary\Private" });
 
     //Dynamically Loaded Modules
     DynamicallyLoadedModuleNames.AddRange(new string[] { "VictoryBPFunctionLibrary" });


So i'm asking here as well, i can't find any information on how you would link a plugin to a packaged build. Is there anyone that can explain how you would do this?

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asked May 20 '14 at 12:25 PM in C++ Programming

avatar image

Solicio
200 51 52 63

avatar image Rama May 20 '14 at 05:17 PM

Please Help Epic

I dont know how Solicio can include my plugin code in a packaged build, any ideas?

Thanks!

Rama

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5 answers: sort voted first

The source of the problem was found, it was UnrealEd dependency in the plugin itself. The fixed code was sent to Rama for review.

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answered May 22 '14 at 10:35 PM

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lion032
976 31 80 55

avatar image Rama May 22 '14 at 11:27 PM

Thank You Lion!

Thank youuu!

This really helps me out!

You did an amazing job splitting the plugin into two modules, but still only having 1 file / 1 plugin to check off in the Editor!

Awesome work!

Rama

PS: will be emailing you back soon

avatar image lion032 May 22 '14 at 11:40 PM

Thank you very much Rama! :)

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Ok, I had the same problem with my plugin and the solution is stupid simple but took me about a day to figure it out.

  1. Go to YourProject\Saved\Config\Windows

  2. In Engine.ini add under [Plugins] (if it does not exist add that too): EnabledPlugins=PluginName.

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answered May 22 '14 at 10:59 AM

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lion032
976 31 80 55

avatar image Solicio May 22 '14 at 11:13 AM

I went into the .ini file you were talking about and under the [Plugins] part the plugin that i'm trying to get working is present. EnabledPlugins=VictoryBPLibrary

But it does still not work for me, have you gotten your plugin to work in a packaged build and if so, what steps did you take?

avatar image lion032 May 22 '14 at 11:16 AM

Try in DefaultEngine.ini in YourProject\Saved\Config\

avatar image Solicio May 22 '14 at 11:20 AM

In DefaultEngine.ini i have "UnrealEdEngine=/Script/VictoryBPLibrary.VictoryEdEngine" in the [/Script/Engine.Engine] part. Does that seem correct or is there something else i need to write in?

avatar image lion032 May 22 '14 at 11:22 AM

Try adding

 [Plugins]
 EnabledPlugins=VictoryBPLibrary

this is my DefaultEngine.ini

 [URL]
 GameName=KinectDemo
 
 [/Script/WindowsTargetPlatform.WindowsTargetSettings]
 -TargetedRHIs=PCD3D_SM4
 
 
 [Plugins]
 EnabledPlugins=KinectV2
 
 [/Script/EngineSettings.GameMapsSettings]
 EditorStartupMap=/Engine/Maps/Templates/Template_Default
 EditorStartupMap=/Game/Maps/Minimal_Default
 TransitionMap=
 bUseSplitscreen=True
 TwoPlayerSplitscreenLayout=Horizontal
 ThreePlayerSplitscreenLayout=FavorTop
 GameDefaultMap=/Engine/Maps/Entry
 GameDefaultMap=/Game/Maps/Minimal_Default
 GlobalDefaultGameMode=/Script/Engine.GameMode
 GlobalDefaultGameMode=/Game/Blueprints/NewGameMode.NewGameMode_C
 GlobalDefaultServerGameMode=/Script/Engine.GameMode
 GlobalDefaultServerGameMode=/Game/Blueprints/NewGameMode.NewGameMode_C
 

avatar image Solicio May 22 '14 at 11:48 AM

I tried adding those two lines but it still does not work after i package the project. This is my DefaultEngine.ini

 [URL]
 GameName=Temple
 
 [/Script/Engine.CollisionProfile]
 
 ; customized game channel
 ; if you do this, make sure you define in native for convenience
 +DefaultChannelResponses=(Channel=ECC_GameTraceChannel1, Name=Projectile)
 
 +Profiles=(Name="Projectile", CollisionEnabled=QueryOnly,ObjectTypeName=Projectile, CustomResponses=( \
 (Channel=PhysicsBody, Response=ECR_Overlap), \
 (Channel=Projectile, Response=ECR_Ignore) \
 )) 
 
 [/Script/Engine.Engine]
 +ActiveGameNameRedirects=(OldGameName="TP_FirstPerson",NewGameName="/Script/Temple")
 +ActiveGameNameRedirects=(OldGameName="/Script/TP_FirstPerson",NewGameName="/Script/Temple")
 +ActiveClassRedirects=(OldClassName="TP_FirstPersonProjectile",NewClassName="TempleProjectile")
 +ActiveClassRedirects=(OldClassName="TP_FirstPersonHUD",NewClassName="TempleHUD")
 +ActiveClassRedirects=(OldClassName="TP_FirstPersonGameMode",NewClassName="TempleGameMode")
 +ActiveClassRedirects=(OldClassName="TP_FirstPersonCharacter",NewClassName="TempleCharacter")
 
 [Plugins]
 EnabledPlugins=VictoryBPLibrary
 
 [/Script/EngineSettings.GameMapsSettings]
 EditorStartupMap=/Game/Maps/BaseLevel
 TransitionMap=
 bUseSplitscreen=True
 TwoPlayerSplitscreenLayout=Horizontal
 ThreePlayerSplitscreenLayout=FavorTop
 GameDefaultMap=/Game/Maps/MainMenu
 GlobalDefaultGameMode=/Script/Temple.TempleGameMode
 
 [/Script/Engine.PhysicsSettings]
 bEnableAsyncScene=False
 MaxPhysicsDeltaTime=0.033333
 bSubstepping=False
 MaxSubstepDeltaTime=0.016667
 MaxSubsteps=6
 SyncSceneSmoothingFactor=0.000000
 AsyncSceneSmoothingFactor=0.990000
 InitialAverageFrameRate=0.016667
 +PhysicalSurfaces=(Type=SurfaceType1,Name="Stone")


avatar image lion032 May 22 '14 at 11:55 AM

in VictoryBPLibrary.uplugin change from "Type" : "Developer" to "Type" : "Runtime"

avatar image Solicio May 22 '14 at 11:59 AM

Where do you do that? I did not create the plugin.

avatar image lion032 May 22 '14 at 12:01 PM

Where you installed the plugin, Usually in Engine/Plugins/VictoryBPLibrary

avatar image Solicio May 22 '14 at 12:12 PM

After changing to "Runtime" i get this when starting the .exe. "Plugin 'VictoryBPLibrary' failed to load because module 'VictoryBPLibrary' could not be found.

avatar image lion032 May 22 '14 at 12:14 PM

Ok, let me check it much more in depth

avatar image lion032 May 22 '14 at 12:22 PM

Cook and package it again after changing it to Runtime please, maybe it will solve it

avatar image Solicio May 22 '14 at 12:41 PM

I tried packaging it after setting it to Runtime as well as changing some lines in DefaultEngine but i still get "Plugin 'VictoryBPLibrary' failed to load because module 'VictoryBPLibrary' could not be found."

avatar image lion032 May 22 '14 at 12:43 PM

email me at lion032 at gmail dot com

avatar image AgentMilkshake1 Apr 16 '15 at 09:46 AM

Hi there, I am currently trying to package my plugin with a project, I have followed all of the steps, including having the type as runtime etc. The part I am having a problem with is adding the [Plugins] EnabledPlugins=MidpointPlugin to the defaultengine.ini.

The issue is I don't have a defaultengine.ini as part of the project :P is this something that could have potentially changed since this thread?

Thanks

avatar image AgentMilkshake1 Apr 16 '15 at 09:49 AM

Actually, I think it has just moved, I just did a search within the project in windows explorer and found it! I will let you know if I have any problems still! Thanks guys

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Was this ever fixed? I am still having this exact issue with UE4.3.1 and the newest build of Rama's Victory Plugin.

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answered Aug 01 '14 at 02:02 AM

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Darkworth
31 1 92 11

avatar image Solicio Aug 01 '14 at 08:09 AM

I haven't worked with UE4 for a couple of months so i can't really help you on this, i suggest you post in Ramas forum post or send him a private message and i'm sure he'll help you.

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I believe the plugin in question is out of date and will not work on 4.8 so you are out of luck until Rama updates his plugin

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answered Aug 20 '15 at 10:23 AM

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Chaoss
6 7 13 19

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I still have this problem.

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answered Oct 16 '17 at 10:07 PM

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krisgoku2
91 4 8 9

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