Unreal Engine Launcher, and Unreal Editor each utilized TOO much CPU simply when idle. Unreal Launcher should be using virtually no CPU yet sitting there in the background its using ~14%. Unreal Editor uses between ~40% and ~120% – with me only staring at it.
Opening a project created using the BASIC CODE template produces the following error “The game module ‘MyProject’ could not be found. Please ensure that this module exists and that it is compiled.”
And when looking at the source code under XCode we see the following build error “Info.plist Utility Error could not be read from /path…”
The Editor never opens, only XCode (this may be intentional, but I don’t know why).
Please offer a comprehensive 2D workflow training, video and/or documentation.
Thanks. But prefer something a bit more professional. The author’s accent is very thick which makes him difficult to follow or understand and he’s sorta fumbling through it, not always clear what he’s doing or why he’s doing it.
Reg: The Editor Error: How do you mean “That functionality is working as designed”? Are you implying that code must be compiled first? Of course in my case I cannot compile due the Info.plist error that’s generated the minute I try to. If I close XCode then attempt to reopen that very same project I get that error and the project (XCode) never opens again. This must be a bug. If compiling is required to avoid that ‘module could not be found’ error, then I would suggest that is a BUG too.
This does occur under Windows version also, just confirmed. What happens is, if you don’t compile BEFORE you close the project, then attempt to REOPEN the project under UE4 you will get that error. When you click OK, the source code never opens up again (in XCode or VS 2013).
I think this should be fixed. I don’t think the error message is even really necessary? A solution may be (if possible) to have UE4 automatically compile on FIRST project launch OR put a semaphore file in a NEW project that indicates it’s a new project and may not have been compiled yet (in-case that error is actually important in some other way).
As a test. On my Windows machine I created a new project and closed it before compiling. Naturally when trying to open the project again under UE4 that error appears. So, I close everything, open Visual Studio 2013, select the uncompiled Unreal project and compile it, then click run. UE4 launches as expected and all looks good. BUT THEN, I close everything and open UE4 and select the project (I just compiled) and STILL get that error (even though I went around UE4 and compiled the C++ code). So this is definitely a problem and should be fixed.
It would be wonderful if in your 2D training you speak a great deal about how to handle different screen resolutions, pixel perfect sprites and how cameras are used for 2D games and of course an easy and effective way of importing and using Sprite Sheets. Watching the 2D video recommended by , that process looked a bit painful, but then again, it was hard to understand what exactly he was doing. Thanks.
Oh yes, and lighting in 2D. Typically there isn’t any light source, all sprites are rendered in their full glory (I understand that’s probably more of creative choice, but speaking more to how 2D games have been traditionally made, not under a 3D engine). For example: Apple SpriteKit (a 2D engine) has no light sources and in Unity3D, I just knock the “Ambient Light” under project settings all the way up. If you could speak to this also? Thank you.
error: could not read data from ‘/Users/jason/Documents/Unreal Projects/MyProject3/Intermediate/IOS/MyProject3-Info.plist’: The file “MyProject3-Info.plist” couldn’t be opened because there is no such file.
I got this same exact error the 3 times I tried to create a basic code c++ project, three different and new projects.
It seems that you’re trying to build iOS game, while you should be building MyProject3Editor target. And for Mac. The fact that iOS game doesn’t build is odd, I’ll make sure this is investigated. But to solve your problem, when you open your project in Xcode:
switch active scheme to MyProject3Editor
switch active destination to My Mac 64-bit
use Product->Build to build your project libraries in Debug configuration
use Product->Build For->Profiling to build project libraries in Development configuration
After that you should be able to run it from Xcode as well as open the project from Unreal Editor.
The “module could not be found” error message that you described is normal when trying to open a code project that has not been compiled. It actually will happen with any of the code template projects, and even Blueprint projects where code has been added but not compiled. It will also occasionally appear when trying to open a project with a version of the Editor that is different from the version that was used to create the project. We have been working on streamlining how all of this works, and you will see some improvements coming in future versions of the Editor.
If you continue to receive this message on projects that you have already compiled, navigate to your project folder and right-click on the .uproject file. Select the “Switch Unreal Engine version…” option, and make sure the engine version displayed in the drop-down option list matches the version you are using to try to open the project.
Please let us know if you need any additional help with this.
I spoke with the developer who is working on Paper 2D.
"You can choose to make Paper 2D sprites lit or unlit (controlled by the material you assign to it, just like a regular mesh), so you can do normal mapping and light sources, etc… and it will just work
Shadows from 3D meshes will work, but 2D-specific shadows won’t really work out of the box.
It’s certainly possible to make a more sophisticated 2d shadowing implementation either using 3d style techniques or 2d span tracing, but it’s not on our roadmap right now."
If you want to talk with him, he frequents the official announcement post:
Since it is still so heavily in development, we have not yet written the documentation for Paper 2D. Good documentation is important to us and we knew that if we started writing it now, by the time the plugin was released it would be completely incorrect. Once we are closer to a final build of Paper 2D, then we will begin creating documentation.