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[Plugin] Myo

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  • replied
    Hello. I'm having some issues when packaging my project. I am using myo-ue4 0.9.1 and UE 4.19.2. When trying to packaging for Windows x64, the following error occurs:

    Code:
    ERROR: UBT ERROR: Failed to produce item: C:\UEProjects\HarpyGame\Plugins\myo-ue4\Binaries\Win64\UE4-MyoPlugin.lib
    I tried to use the last plugin release doing full rebuild in the project. I tried to insert the property
    Code:
    "Installed": true
    in the .uplugin file. I also tried to add the line
    Code:
    EnabledPlugins = MyoPlugin
    in DefaultEngine.ini, and other attempts. Nothing worked. Please, help me.

    Log:
    Code:
    uprojectpath is: C:\UEProjects\HarpyGame
    Parsing headers for HarpyGame
      Running UnrealHeaderTool "C:\UEProjects\HarpyGame\HarpyGame.uproject" "C:\UEProjects\HarpyGame\Intermediate\Build\Win64\HarpyGame\Development\HarpyGame.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
    Reflection code generated for HarpyGame in 7,4045565 seconds
    Performing 24 actions (4 in parallel)
    [3/24] Resource PCLaunch.rc
    PCH.UELinkerFixups.cpp
    [5/24] Resource PCLaunch.rc
    SharedPCH.Engine.cpp
    PCH.MyoPlugin.cpp
    UELinkerFixups.cpp
    GameDBController.cpp
    GameDBController.gen.cpp
    DBPersistence.cpp
    HarpyGameGameModeBase.gen.cpp
    HarpyGameGameModeBase.cpp
    UnrealMosquitto.cpp
    UnrealMosquitto.gen.cpp
    MQTTMessage.gen.cpp
    Desafio.gen.cpp
    HarpyGameFunctionLibrary.gen.cpp
    MQTTMessage.cpp
    HarpyGame.init.gen.cpp
    HarpyGameFunctionLibrary.cpp
    HarpyGame.cpp
    C:\UEProjects\HarpyGame\Source\HarpyGame\HarpyGameFunctionLibrary.cpp(27): warning C4996: 'sprintf': This function or variable may be unsafe. Consider using sprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
    C:\UEProjects\HarpyGame\Source\HarpyGame\HarpyGameFunctionLibrary.cpp(28): warning C4996: 'fopen': This function or variable may be unsafe. Consider using fopen_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
    Module.MyoPlugin.cpp
    Module.MyoPlugin.gen.cpp
    ERROR: UBT ERROR: Failed to produce item: C:\UEProjects\HarpyGame\Plugins\myo-ue4\Binaries\Win64\UE4-MyoPlugin.lib
    Total build time: 51,81 seconds (Local executor: 0,00 seconds)

    Leave a comment:


  • replied
    Originally posted by ta-ku-mi View Post
    Hello. community

    Myo's Plugin file is new.In this case,how to connected to UE4?

    I could not successfully build the Binaries file and Source file into the Project file.

    thanks.
    Follow the installation instructions on the main github page: https://github.com/getnamo/myo-ue4#setup
    The plugin has to be placed under {Project root folder}/Plugins/

    Leave a comment:


  • replied
    Hello. community

    Myo's Plugin file is new.In this case,how to connected to UE4?

    I could not successfully build the Binaries file and Source file into the Project file.

    thanks.

    Leave a comment:


  • replied
    Originally posted by JohnVK4 View Post
    Awesome! Please keep us updated!
    Finally decided to finish the implementation and now the Myo plugin has been fully rewritten for modern multi-threading and workflow. Documentation is scarce but if you looking into the MyoControllerComponent it should be pretty clear how to get the basics working.


    Changes
    • modern rewrite for 4.18 that runs on a separate thread in a input module scoped architecture.
    • Mainly accessed through a MyoControllerComponent, but bare basics can be implemented using only input mapping.
    • supports latest Myo SDK v0.9.0 including raw emg
    • supports multiple myos
    • hot-pluggable myo connect and hub
    • bare bones documentation for now, explore code MyoControllerComponent.h and MyoController.hfor how-to.
    • auto-casting blueprint conversions from data to controller to call actions such as vibrate device
    Grab it at the github release page: https://github.com/getnamo/myo-ue4/releases

    Leave a comment:


  • replied
    Originally posted by zdwaik View Post
    Hello Community

    I'm using the latest plugin, Myo 1.5, and UE4 4.14
    Does this plugin work on a OS X El capitan?
    I'm facing a problem where I can see the plugin appear under the Plugin menu and it is enabled, however, in Blueprints when I try to add a component, it doesn't appear.

    Does anyone know what the problem might be and how I can fix this?

    Thanks all
    Current plugin only works on windows (you can see this in the whitelist as well: https://github.com/getnamo/myo-ue4/b...Plugin.uplugin) but it is due for a modern rewrite, which is currently under way (https://github.com/getnamo/myo-ue4/tree/alternative), I'll make sure to see if I can't add mac os support then.

    Leave a comment:


  • replied
    Hello Community

    I'm using the latest plugin, Myo 1.5, and UE4 4.14
    Does this plugin work on a OS X El capitan?
    I'm facing a problem where I can see the plugin appear under the Plugin menu and it is enabled, however, in Blueprints when I try to add a component, it doesn't appear.

    Does anyone know what the problem might be and how I can fix this?

    Thanks all

    Leave a comment:


  • replied
    Awesome! Please keep us updated!

    Leave a comment:


  • replied
    Originally posted by JohnVK4 View Post
    Is there any update to 4.13? I tried loading the others but no luck and says it's not compatible..

    Please let me know as soon as possible and thanks in advance!
    Scheduling an complete rewrite of the plugin in about 2 weeks time now, I will release a 4.13 compatible binary version then.

    Leave a comment:


  • replied
    Is there any update to 4.13? I tried loading the others but no luck and says it's not compatible..

    Please let me know as soon as possible and thanks in advance!

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    This plugin is overdue for an update, I'll take a look into it this week. Otherwise you can try to just recompile the plugin for 4.13 in a C++ ue project, there shouldn't be any glaring issues stopping you from doing that that I can think of.
    Ok, I'll probably just do that then. I had held off just in case, but if there's no complications it shouldn't be an issue

    Leave a comment:


  • replied
    Originally posted by Alexander Paschall View Post
    [MENTION=548]getnamo[/MENTION] Hey, I just picked one of these up off of eBay and I'm going to start messing around with it. Are you thinking of updating the plugin to 4.12/4.13?
    This plugin is overdue for an update, I'll take a look into it this week. Otherwise you can try to just recompile the plugin for 4.13 in a C++ ue project, there shouldn't be any glaring issues stopping you from doing that that I can think of.

    Leave a comment:


  • replied
    [MENTION=548]getnamo[/MENTION] Hey, I just picked one of these up off of eBay and I'm going to start messing around with it. Are you thinking of updating the plugin to 4.12/4.13?

    Leave a comment:


  • replied
    Originally posted by 노진우 View Post
    Hello getnamo

    I thank you for these plugins

    I make a application with Window 10 tablet

    However, I heard that if it works on windows10, it occurs an error when compiling phase or it doesn't recognize myo

    Do you have any solution??
    Post logs/errors here and give a bit more information like what version you were trying to compile, was it blueprint or c++ project?, otherwise it's a bit hard to debug

    Leave a comment:


  • replied
    Hello getnamo

    I thank you for these plugins

    I make a application with Window 10 tablet

    However, I heard that if it works on windows10, it occurs an error when compiling phase or it doesn't recognize myo

    Do you have any solution??

    Leave a comment:


  • replied
    Ok, I don't have a solution, but I think I've located the problem, sort of. It seems come from ~Hub(). The crash occurs while executing libmyo_shutdown_hub(_hub, 0), however I checked the _hub variable and it's not NULL...I'm a little lost here.

    Sadly I don't have the time to investigate more but if anyone else gets this problem, just open MyoConnect and disconnect your Myo. No need to remove it from your arm so you won't have to do the calibration/synchronisation each time you modify your project.

    Cheers !

    Leave a comment:

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