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    #31
    Hello Virgil,
    i updated the documention on Github to reflect the last updates.
    The pre´s are:
    - check out https://github.com/tsky1971/UEJoystickPlugin.git (branch 4.10)
    - take an UE4 project
    - follow instructions

    i interpret your comment that you compile the SDL --> call the batch files setup.bat and build.bat.
    You create C++ sources in your ue4 project and vs comes up and you compiled it.
    What now ? copy the Plugins Directory (something like this: GitHub\tsky1971\UEJoystickPlugin_tsky1971\Plugins) to your UE4 project. Look at the demo project. You have to generate the VS-Project files otherwise UE4 would not see the plugins sources. This is updated step 2.

    That´s it. If you have problems let me know.

    tsky

    Comment


      #32
      HI! I try to follow instructions https://github.com/tsky1971/UEJoystickPlugin.git (branch 4.10)
      but when i compile project i have this errors:

      Error 8 error MSB3075: The command ""D:\unreal_engine\Epic Games\4.9\Engine\Build\BatchFiles\Rebuild.bat" AirplaneEditor Win64 Development "D:\Unreal projects\Airplane5-CURENT\Airplane.uproject" -rocket -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 43 5 Airplane

      Error 6 error LNK1181: cannot open input file 'D:\Unreal projects\Airplane5-CURENT\Plugins\JoystickPlugin\ThirdParty\SDL2/SDL/Lib/SDL2.lib' D:\Unreal projects\Airplane5-CURENT\Intermediate\ProjectFiles\LINK Airplane

      Error 7 error : Failed to produce item: D:\Unreal projects\Airplane5-CURENT\Plugins\JoystickPlugin\Binaries\Win64\UE4Editor-JoystickPlugin.dll D:\Unreal projects\Airplane5-CURENT\Intermediate\ProjectFiles\ERROR Airplane

      I try with 4.9.2 и 4.10.3 but have same errors. Please help me!

      Comment


        #33
        Unfortunately even the demo project fails if you try to package it with the joystick plugin enabled.

        MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool...
        MainFrameActions: Packaging (Windows (64-bit)): Program.Main: CWD=C:\Program Files\Epic Games\4.10\Engine\Binaries\DotNET
        MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=L:/Downloads/DemoJoystickPlugin/DemoJoystickPlugin/DemoJoystickPlugin.uproject -cook -stage -archive -archivedirectory=C:/demo -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
        MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: IsBuildMachine=False
        MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: ShouldKillProcesses=True
        MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
        MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.10/Engine/Programs/AutomationTool/Saved
        MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/Home/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.10)
        MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
        MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
        MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2015
        MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\
        MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\Tools
        MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\Tools\..\..\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
        MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\
        MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
        MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\
        MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
        MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder
        MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Users\Home\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.10\Rules)
        MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts.
        MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
        MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s).
        MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for L:\Downloads\DemoJoystickPlugin\DemoJoystickPlugin\DemoJoystickPlugin.uproject
        MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\Home\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.10\Rules\UATRules1646372043.dll
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalServerMapParams=
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Archive=True
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ArchiveMetaData=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CreateAppBundle=True
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\demo
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=L:\Downloads\DemoJoystickPlugin\DemoJoystickPlugin\Saved\StagedBuilds
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Build=True
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Cook=True
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Clean=
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Client=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientCookedTargets=DemoJoystickPlugin
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Compressed=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookFlavor=
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFly=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UnversionedCookedContent=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookingEditorContent=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumCookersToSpawn=0
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: GeneratePatch=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CreateReleaseVersion=
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCName=
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalCookerOptions=
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DedicatedServer=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DirectoriesToCook=
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CulturesToCook=
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTargets=
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Foreign=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsCodeBasedProject=True
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsProgramTarget=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeCooking=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookAll=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookMapsOnly=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Deploy=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeDeploy=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FastCook=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: LogWindow=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Manifests=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapToRun=
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoClient=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumClients=0
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoDebugInfo=True
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoCleanStage=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoXGE=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapsToCook=
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Pak=True
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Package=True
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NullRHI=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FakeClient=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTest=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTests=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTest=
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CrashIndex=0
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProgramTargets=
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesFolder=L:\Downloads\DemoJoystickPlugin\DemoJoystickPlugin\Binaries\Win64
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=L:\Downloads\DemoJoystickPlugin\DemoJoystickPlugin\Binaries\Win64
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=L:\Downloads\DemoJoystickPlugin\DemoJoystickPlugin\Binaries\Win64\DemoJoystickPlugin.exe
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=L:\Downloads\DemoJoystickPlugin\DemoJoystickPlugin\Binaries\Win64\DemoJoystickPlugin.exe
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Distribution=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prebuilt=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prereqs=True
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoBootstrapExe=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RawProjectPath=L:\Downloads\DemoJoystickPlugin\DemoJoystickPlugin\DemoJoystickPlugin.uproject
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Rocket=True
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Run=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerCookedTargets=
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ShortProjectName=DemoJoystickPlugin
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignedPak=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignPak=
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCook=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipPak=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipStage=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Stage=True
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSteam=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesCEF3=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSlate=True
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
        MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
        MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
        MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: XGE was requested, but is unavailable, so we won't use it.
        MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UE4Build:
        MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceMonolithic: False
        MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceNonUnity:False
        MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceDebugInfo: False
        MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseXGE: False
        MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseParallelExecutor: False
        MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe DemoJoystickPlugin Win64 Development L:\Downloads\DemoJoystickPlugin\DemoJoystickPlugin\DemoJoystickPlugin.uproject -remoteini="L:\Downloads\DemoJoystickPlugin\DemoJoystickPlugin" -noxge -generatemanifest -rocket -NoHotReloadFromIDE
        MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing full C++ include scan (building a new target)
        MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0.8227442s to run UnrealBuildTool.exe, ExitCode=0
        MainFrameActions: Packaging (Windows (64-bit)): UE4Build.PrepareManifest: Copied UBT manifest to C:\Users\Home\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.10\UBTManifest.0.xml
        MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe DemoJoystickPlugin Win64 Development L:\Downloads\DemoJoystickPlugin\DemoJoystickPlugin\DemoJoystickPlugin.uproject -remoteini="L:\Downloads\DemoJoystickPlugin\DemoJoystickPlugin" -noxge -rocket -NoHotReloadFromIDE -ignorejunk
        MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 3 actions (4 in parallel)
        MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: DeviceSDL.cpp
        MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: L:\Downloads\DemoJoystickPlugin\DemoJoystickPlugin\Plugins\JoystickPlugin\Source\JoystickPlugin\Private\DeviceSDL.cpp(15): fatal error C1083: Cannot open include file: 'SDL.h': No such file or directory
        MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
        MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: L:\Downloads\DemoJoystickPlugin\DemoJoystickPlugin\Binaries\Win64\DemoJoystickPlugin.exe
        MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 2.25 seconds
        MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 2.268088s to run UnrealBuildTool.exe, ExitCode=5
        MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
        MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
        MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): C:\Program Files\Epic Games\4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe DemoJoystickPlugin Win64 Development L:\Downloads\DemoJoystickPlugin\DemoJoystickPlugin\DemoJoystickPlugin.uproject -remoteini="L:\Downloads\DemoJoystickPlugin\DemoJoystickPlugin" -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.02.19-18.21.01.txt'
        MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
        MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
        MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boo
        MainFrameActions: Packaging (Windows (64-bit)): lean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
        MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)
        MainFrameActions: Packaging (Windows (64-bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
        MainFrameActions: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
        MainFrameActions: Packaging (Windows (64-bit)): at BuildCommand.Execute()
        MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
        MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String[] CommandLine)
        MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param)
        MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
        MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.Main()
        MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
        MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5
        MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
        MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
        MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
        MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
        PackagingResults:Error: Error Unknown Error

        Comment


          #34
          Originally posted by KFNEXUS View Post
          HI! I try to follow instructions https://github.com/tsky1971/UEJoystickPlugin.git (branch 4.10)
          but when i compile project i have this errors:

          Error 8 error MSB3075: The command ""D:\unreal_engine\Epic Games\4.9\Engine\Build\BatchFiles\Rebuild.bat" AirplaneEditor Win64 Development "D:\Unreal projects\Airplane5-CURENT\Airplane.uproject" -rocket -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 43 5 Airplane

          Error 6 error LNK1181: cannot open input file 'D:\Unreal projects\Airplane5-CURENT\Plugins\JoystickPlugin\ThirdParty\SDL2/SDL/Lib/SDL2.lib' D:\Unreal projects\Airplane5-CURENT\Intermediate\ProjectFiles\LINK Airplane

          Error 7 error : Failed to produce item: D:\Unreal projects\Airplane5-CURENT\Plugins\JoystickPlugin\Binaries\Win64\UE4Editor-JoystickPlugin.dll D:\Unreal projects\Airplane5-CURENT\Intermediate\ProjectFiles\ERROR Airplane

          I try with 4.9.2 и 4.10.3 but have same errors. Please help me!

          Hi,
          i will try to reproduce your error. My first look show me a line which could be the/one problem: "...Please verify that you have sufficient rights to run..." this is in your error 8 message.

          tsky

          Comment


            #35
            Hi TK11,
            as soon as i have time i will try to resolve the error. Seems recompiling oder linking SDL doesn´t work.
            L:\Downloads\DemoJoystickPlugin\DemoJoystickPlugin\Plugins\JoystickPlugin\Source\JoystickPlugin\Private\DeviceSDL.cpp(15): fatal error C1083: Cannot open include file: 'SDL.h': No such file or directory
            MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------
            Next week i hope to have the time for that. Maybe late sunday.

            tsky

            edit:
            Ok missing sdl.h was the error. When you use this plugins only in editor you only have to compile once. If you want to deploy your project recompiling is needed (obviously). In my instruction i advise to delete the sdl after compiling -> this is not correct ;-)

            My solution is to change the batch file slightly to get ready for compling sdl from source and NOT delete the sources after compiling. If you not have installed mercurial and/or cmake (x86) it will fail. The batchfile only checks for x86 cmake. With these changes the demo project deploys without errors on win x64.

            tsky
            Last edited by tsky; 02-21-2016, 02:53 PM.

            Comment


              #36
              I have followed all of the steps on github (i have cmake and mercurial) and I would like to include the master branch of JoystickPlugin in my engine version of 4.10 (built from binary).

              On compile I get this:
              1>LINK : fatal error LNK1181: cannot open input file 'U:\UnrealEngine-4.10\Engine\Plugins\JoystickPlugin\ThirdParty\SDL2/SDL/Lib/SDL2.lib'
              Was there a workaround to this?

              Thanks.
              Colin M. Croft
              President
              Croft Interactive Inc.

              Comment


                #37
                Originally posted by rennsix View Post
                I have followed all of the steps on github (i have cmake and mercurial) and I would like to include the master branch of JoystickPlugin in my engine version of 4.10 (built from binary).

                On compile I get this:


                Was there a workaround to this?

                Thanks.
                Sorry, but if you want to use engine version 4.10 you have to take the JoystickPlugin branch 4.10.

                I try to have a binary version of the plugin for each version of the engine. In past sometimes the build.cs classes or names changes, so not all version are compatible. So each branch of the plugin takes care of the engine version.

                tsky

                Comment


                  #38
                  Yes I downloaded UEJoystcikPlugin-4.1.zip but was never able to compile without errors in the engine. I ran all the setup.bat and build.bat but it always gives the link error to 'SDL2.lib'. When I build it builds a 'SDL2-static.lib' and 'SDL2main.lib'

                  However, I downloaded the 'sdl' branch and placed it in my Engine-4.10 and compiled successfully. I'm able to enable the plugin.

                  Would like to test out the improvements you made but just can't figure it out right now. Bummer.
                  Colin M. Croft
                  President
                  Croft Interactive Inc.

                  Comment


                    #39
                    Hi guys

                    First of all, compliments for your work and many thanks for this great plugin!!

                    I'm using it in a test C++ Project and it seems to work. I've only an issue sometimes getting inaccurate (or completly wrong) axis values.

                    For Instance. Moving one Axis of my Joystick creates values like:

                    0.0001
                    0.0002
                    0.0003
                    0.0221 <---------------- Wrong value
                    0.0004
                    0.0005

                    Sometimes the float Value is also higher als the configured Scale in the Project/Input Settings: (basically getting values > 1.f and < -1.f).

                    Is this a known issue or am I doing something wrong?

                    Regards
                    MFox

                    Comment


                      #40
                      Has anyone been able to compile for 4.11.1 yet and would you mind sharing?

                      Comment


                        #41
                        Hi,
                        this is not so complicated.

                        clone the repository: https://github.com/tsky1971/UEJoystickPlugin
                        checkout branch 4.11 (if binary api not changed there are compiled dll´s)
                        copy the content to your project -> be sure your project has source and vs project before copy

                        if you want to recompile run: (E:\Unreal Projects\JoystickDemo411\Plugins\JoystickPlugin\ThirdParty\SDL2) setup and build (if your system has all dependencies (directx, winsdk etc.) it will say success at the end)

                        Here is a complete project.
                        I did not make action bindings. So no action with joystick. I use this plugin in my lab projects nearly every day... so it works.

                        Here is a compiled version Plugin only.

                        tsky

                        Comment


                          #42
                          Hi,

                          This plugin is great, and I'm able to use it in 4.11 but only in the editor. Like mentioned before, packaging does not include the SDL dll on Windows so one has to manually copy it over.

                          Have there been any developments on statically linking on Windows? so copying the DLL is not necessary?

                          I get
                          Code:
                          unresolved external symbol _purecall
                          errors when I switch the bool at the top of the JoystickPlugin.Build.cs file. Is this the same issue from before?

                          Thanks.

                          Comment


                            #43
                            Hi,
                            as we never publish games i never solve this issue. If i had to deploy an version i do copy the sdl.dll to the place where the game executable is placed. This should solve the problem. See in my demo deployment.

                            tsky

                            PS: If someone would dive into the .build.cs file this can perhaps be solved in a better way ;-)

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                              #44
                              Hi!

                              After you had packaged the game, what file do you need to copy over to the packaged file?

                              Thank you

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                                #45
                                Originally posted by jaronkong View Post
                                Hi,

                                This plugin is great, and I'm able to use it in 4.11 but only in the editor. Like mentioned before, packaging does not include the SDL dll on Windows so one has to manually copy it over.

                                Have there been any developments on statically linking on Windows? so copying the DLL is not necessary?

                                I get
                                Code:
                                unresolved external symbol _purecall
                                errors when I switch the bool at the top of the JoystickPlugin.Build.cs file. Is this the same issue from before?

                                Thanks.
                                Yes, I tried that some time ago, but if I remember correctly I had to build SDL myself with static linking support. Only then will the switch in the build file work. You should be able to use the .dll and .lib I included in this commit: https://github.com/samiljan/UEJoysti...ffb8fdab944a2a

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