Seehr
(Seehr)
August 22, 2016, 10:01pm
1678
Its ran fine on every engine verison since it was an old blueprint setup. Never an i’ve been with project dayin and out since about 4.6.
It will ask you to build because theres source code!
The folders are in a directory structure (which are in a zip if you download from the repository so im confused how your saying its not one or the other when both are true) because its a demo project, hence OCEANDEMO. Simply migrate the entire content folder from the RUNNING OceanDemo projcet into your CLOSED project and then copy the /source/ and /plugins/ folder from OceanDemo to YourProject root folders and then rename the source code module names and such (see below).
You also need to edit your build.cs and your gamemodule and gamemodule editor code to be renamed for YOUR projects name, replacing OceanDemo strings, did you do that? That would cause these errors your having.
Can you post your /source/ YOURPROJECT.Target.cs and YOURPROJECTEditor.Target.cs as well as /Source/YOURPROJECT/YOURPROJECT.Build.cs as well as /Source/YOURPROJECT/YOURPROJECT.cpp and /Source/YOURPROJECT/YOURPROJECT.h as well as ensuring they are named the same as YOURPROJECT.uproject?
The project in no way modifies any engine source. If it did it wouldnt even run most likely. LedgeGrabber may very well have a module/source/etc. that needs setting up as well. You cant expect plug and play for everything. Downlaod 4.8.3 and run ledgeGrabber so you have a reference then migrate to your 4.12.x project and see what got deprecated (depreacted means something got old and replaced with a newer “version” in the upcoming version after it was deprecated), by simply seeing what blueprint errors (or code if its code based) you have and fixing the (most likely small amount of) errors it spits out.
Its very rare I find a project from 4.4 forwards that wont run on 4.12.x as long as theres no code, and any deprecated blueprint member function nodes etc. are usually a small amount, they strive for backwards compatibility.
Another thing. When your game is ready to be developed to the public stick with an engine vesrion and leave it. pull in changes from that you NEED and run a custom build among your team.
If you just want the plugin just download the /plugin/ and /source/ folders.
If you want the content that uses the plugin, copy the content.
If you want the whole project, do both or just rename OceanDemo to MyLittleProject in the source files and uproject and recompile and go happily developing.
Also, try delteing /intermediate/ and /saved/ and if all else fails /binaries/ and .sln: nice and clean.
Hello . First of all, thanks for the help in the forum. I’m glad there is someone i can ask my doubts about it active regularly.
Okay so my question is the following: my project is advanced and i don’t want to recompile from scratch to get plugin and i can’t change the folders because i also have other plugis installed and i need them.
So what can i do to have the content properly working? i tried migrating but i still had to modify everything. The worst part is: i did. I recopied and remade all the nodes based on the ones in the working project. But i still got diferent results and not working Ocean_ultra shader…
So im not really sure what i can do now that won’t affect the whole project and could allow me integrating
Thanks a lot for your patience, seriously.
Seehr