getnamo,
I have solved the issue I replicated in post #279 for both 4.9 and 4.10. To refresh your memory the problem was that if a C++ game mode made reference to a blueprint class that contained the Hydra component errors were thrown during editor startup indicating missing scripts and other errors.
The fix was as simple as adding the loading phase "PreDefault" to the HydraPlugin module in the .uplugin. e.g.
From the documentation:
Since my C++ gamemode's constructor referred to a blueprint class that used your plugin it looks like the PreDefault is required. Everything seems to work the same as before and shutting down and starting up the editor works fine with no errors thrown. If I remove the line the errors return.
I now have a completely different problem which is my game seems to run fine from PIE, but when I run via visual studio (needed for step debugging my game) everything crashes. This might be related to the packaging bug. Either way I see FHydraPlugin:
ataDelegate() is being called before the CreateInputDevice function is being called. I can wrap the return to check for nullptr and this lets things get further along, but the plugin ends up crashing elsewhere. I will dig in if I can.
I have solved the issue I replicated in post #279 for both 4.9 and 4.10. To refresh your memory the problem was that if a C++ game mode made reference to a blueprint class that contained the Hydra component errors were thrown during editor startup indicating missing scripts and other errors.
The fix was as simple as adding the loading phase "PreDefault" to the HydraPlugin module in the .uplugin. e.g.
Code:
"Modules" : [ { "Name" : "HydraPlugin", "Type" : "Runtime", "LoadingPhase": "PreDefault", "WhitelistPlatforms" : [ "Win64", "Win32" ] } ]
LoadingPhase:
If specified, controls when the plugin is loaded at startup. This is an advanced option that should not normally be required. The valid options are Default (which is used when no LoadingPhase is specified), PreDefault, and PostConfigInit. PostConfigInit allows the module to be loaded before the engine has finished starting up key subsystems. PreDefault loads just before the normal phase. Typically, this is only needed if you expect game modules to depend directly on content within your plugin, or types declared within your plugin's code.
If specified, controls when the plugin is loaded at startup. This is an advanced option that should not normally be required. The valid options are Default (which is used when no LoadingPhase is specified), PreDefault, and PostConfigInit. PostConfigInit allows the module to be loaded before the engine has finished starting up key subsystems. PreDefault loads just before the normal phase. Typically, this is only needed if you expect game modules to depend directly on content within your plugin, or types declared within your plugin's code.
I now have a completely different problem which is my game seems to run fine from PIE, but when I run via visual studio (needed for step debugging my game) everything crashes. This might be related to the packaging bug. Either way I see FHydraPlugin:

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