I tried against launcher 4.14.3 and 4.15 and got the same error in either case that it could not find the monohelper. I read from you comment you both had built UE from source and you built this plugin from source. It’s not possible to build the plugin from source without the UE github code since it fails to build the required unreal engine. I’ll try building the unreal engine from source and link that to the SLN file and see if building that will allow this work.
I downloaded the current head from git (4.15 commit 76085d1) and built. That code worked, I copied the folder unreal CS into the plugins directory and it throws the same error about missing the monodeveloper plugin when I try to launch UE from VS. I’ll try rebuilding his plugin but it requires the UnrealEngine.Dll which doesn’t seem to be a thing for some reason. I wonder if I have to add his SLN into the full UE SLN. Nate please if you could do a video showing how you set this up it would be wonderful, I’m about 3 hours (1.5 hours of UE building) in trying to get this to work already.
If you include the 3 csproj files copy, maindomain, and unreal engine it will build and create a new plugin folder. However this still fails for the same reason. It seems to want to find UE4-MonoHelper.lib but I can’t seem to find any references to that file anywhere even on the internet.
Edit again: Apparently I was wrong and I was not building his UnrealEngine.dll, it has references to unreal specfic things like FEventReply and FKey and cannot build. I added to the main SLN but haven’t references any of the unreal libs yet. I’ll keep hacking at this, I’ve been waiting excitedly for years for Unreal CS.
I see from his forum you must copy the plugins code into the plugins directory and then rebuild UE from code. I’m attempting now. I’ve registered and and will try to get the precompiled off of his forum once I can reply.
I copied the unrealCS into the plugins directory and rebuild unreal engine. I get the 16 errors, like “Excepted Dochelper.h to be first header included.” where the line before it is #include “MonoPluginPrivatePCH.h”. I see now that the Monoplugins are supposed to be built the the UnrealBuild tool not by visual studio. Still no luck building the plugin.
It appears the issue is with MonoHelperPrivatePCH.h inside there the file is pretty simple:
// Copyright xg_55,All Rights Reserved.Support E-mail: xg_55@126.com
// For details, see LICENSE.txt
#pragma once
#include “CoreUObject.h”
DECLARE_LOG_CATEGORY_EXTERN(LogMonoHelper, Log, All);
#if WITH_EDITOR
#define BOOL_PROPERTY_PRIVATE_MEMBER_OFFSET 136
#else
#define BOOL_PROPERTY_PRIVATE_MEMBER_OFFSET 128
#endif
UProperty* FindScriptPropertyHelper(UStruct* Class, FName PropertyName);
I tried copying CoreUObject.h and PCH.CoreUObject.h into the directory for the DocHelper.h but that still fails in the same way.
After registering on the unrealcs forum and waiting 30 minutes I was able to download the compiled version. Once I did that I copied it into the plugins folder and Launch 4.14.3 launches without error. I see the plugin enabled but don’t know how to get the game.cs you edit. I see it in his source code. Nate if you could show more steps it would be very helpful.
I see from your video you have a game.sln with mymonocomponent and exportedassembilies, did you make that sln, and those 2 cs files? If so could you share them, I don’t see anyway to trigger UnrealCS that I want a CS project to get a baseline.