Email Plugin

Hello, Email Plugin community.

Just wanted you to know that I have submitted the 4.25 version to the marketplace which should be available in a few days. It took me a couple of days to fix compatibilities issues 4.25 and that’s why I just submitted the 4.25 version. I will let you know once it’s available on the marketplace. Have a good day and stay safe!!!

Hello and thank you for your quick Response!

I have tried to leave the Username Input empty in the SendEmail-Node but I still get the same warning in the output log and nothing happens:
LogEmailPlugin: Warning: Error in message Body

I also tried to find something like a user name in my GMX-Account, and I found a customer number which I can use to enter my account on the Website.
So I used it as input in the SendEmail-Node and it’s still the same output-message with no effect.

I’m going to send you the accounts data of an user profile I created for you for tessting, maybe you’ll find a solution.

Thanks & Best Regards

Hi @ReSe0604 thanks for trying those two suggestions and sorry to hear they didn’t work. I did get the email with the details thanks, I will try to give it a go as soon as I can to see myself if I can find the reason why it’s not working with that service. I will be back to you when I have an answer to this or in any case to keep you updated on progress. Have a good day :wink:

Hi everyone,

4.25 is available on the marketplace right now. :cool::cool::cool:

I’m having trouble with the plugin in 4.25. It won’t package. I get these errors.
UATHelper: Packaging (Windows (64-bit)): Module.EmailPlugin.cpp.obj : error LNK2001: unresolved external symbol __CxxFrameHandler4
UATHelper: Packaging (Windows (64-bit)): Module.EmailPlugin.gen.cpp.obj : error LNK2001: unresolved external symbol __CxxFrameHandler4
UATHelper: Packaging (Windows (64-bit)): Module.EmailPlugin.cpp.obj : error LNK2001: unresolved external symbol __GSHandlerCheck_EH4

Also when I double click one of the plugin functions in a BP to open it up in VS it says it can’t find the file. So it seems to be directing it somewhere else.
I tried on a blank project and still the same problem as well as reinstalling the plugin. Let me know if its just me and what I might be able to do to fix it.
Thank you.

Edit: Just to be clear, the plugin still works when run in editor. Its just preventing me from packaging

Hi @Dogū I’ll look into this right away and get back to you. During my testing I was able to package in 4.25 so that’s weird.

Hi @Dogū I have just tested the plugin by downloading it for 4.25 from the marketplace and I didn’t get any errors. I managed to packaged and run the app with no issues.
Looking at the errors you are getting I found this link in which somebody comments this “You’re using VS 2017, however latest AirSim requires 2019 version. Please see Build on Windows - AirSim for details and try again
Thanks!”

I do have installed on my machine Visual Studio 2017 and 2019 and I do work in 2019. This doesn’t make much sense to me as then you would get the same issue on previous versions.
Could you provide more details on how you are using the plugin?

  • Are you working in a blueprint only or C++ project?
  • Is the plugin installed directly through the launcher or did you copy the plugin into the project’s folder?
  • What does your testing look like? Do you just add a send email node or do you use the example map from the plugin?

@DownToCode Thanks again for your quick and helpful response.

Short answer is that it worked! Installed VS 2019 and recompiled and cooked and voila, packaged.

Strange though as it worked fine in the project for 4.24. I was installing the plugin from the Epic Launcher rather than copying and pasting.
It was a C++ project. I use added nodes into my menu BP. Even with VS 2019 installed I still can’t click on the node and see it in VS studio. It says it can’t find the file, but it works and it now packages, so whatever.

Again, thank you. A+ Dev in my opinion. Have a great weekend.

Hi @Dogū thats great, glad you got it to work. So what made no sense to me was the answer :rolleyes::rolleyes::rolleyes:

Any other issues I can help with just let me know.

Hi @DownToCode !

I would want to continue a conversation we started through the Questions of your Email tool form the Marketplace:

Well, I would ask you if, please, you could make a very simple demo project to replicate whot I was asking for: a simple project to execute it, a widget to enter an email address (destination), and press a button to send the email. (Or more complex, if you want, as a widget where you would need to enter the sender email and gmail configuration, as you told me, and the destination email). With this example project, I (and others) could be able to test it in some PCs and in some remote servers from where I will stream my “game”, so I can be more or lees sure if it can work in most of cases, without ports configurations, or if it usually would need ports and firewall configurations.

In addition I’m thinking on your tool as a anti-piracy tool! :slight_smile: So it would be useful that same behaviour too. I want that, when the user opens the “game”, he will receive an unique email with unique information (procedurally generated) to start using the “game”, so you would help me for this great purpose too.

Thank you very much and best regards!
Miguel

Hi @Miguel1900 I’m happy to continue the conversation. Unless I am misunderstanding something, what you are asking is an example project in which you can test the Email Plugin functionalities. On the Email Plugin marketplace page, you will find two links to the example projects you can download. One is for Windows and the other one is for Android. The example project allows you to test all the functionalities of the plugin (every single one), and it does exactly what you are asking for.

Since you are saying that you will be hosting your game on a server and stream it I’d assume you’ll be using Pixel Streaming which is only supported on Windows. In that case, the example project from the marketplace page will be perfect for testing a windows server.

Regarding my tool as an anti-piracy tool, I’m totally lost. What do you mean exactly?

DownToCode

Thanks @DownToCode !

I saw the demo project and it worked fine on my local machine when I tested it. I supossed (I don’t know why), that certain demo project wasn’t useful to test this certain case, but I will try it then!

About anti-piracy better to forget it, haha. I have thought again about it but I think now it hasn’t a lot of future.

As told, I will try it as soon as I have some free minutes, thanks again!

Hi, @Miguel1900 great to hear that the example worked fine on your local machine. The example project will be good enough in your case since you will be using pixel streaming and the instance you’d run on the server it’s just a normal packaged instance that streams it’s rendered content using the pixel streaming plugin. Let me know how it goes when you get around testing this.

You saved my day and my life. VS 2019 is the way. THANKS !!!

Glad it helped, if you have any issues join the discord server or just DM me.

Hello,

I had to upgrade my project from UE4.24.3 to UE4.26.2 and I now cannot compile anymore:

I tried to remove the old plugin, from the project folder and replacing for the new one from store (following the Android limitation rules). I already deleted all intermediate folders with no luck.

UATHelper: Packaging (Android (ASTC)): While compiling E:\PROJECTS\hccm_callcenter_vr 4.26\Intermediate\Build\BuildRules\NSS_Fid_SimuladoresModuleRules.dll:
UATHelper: Packaging (Android (ASTC)): e:\PROJECTS\hccm_callcenter_vr 4.26\Plugins\EmailPlugin\Source\EmailPlugin\EmailPlugin.Build.cs(11,14) : error CS0101: The namespace ‘’ already contains a definition for ‘EmailPlugin’
UATHelper: Packaging (Android (ASTC)): e:\PROJECTS\hccm_callcenter_vr 4.26\Plugins\EmailPlugin\Source\EmailPlugin\EmailPlugin.Build.cs(126,14) : error CS0101: The namespace ‘’ already contains a definition for ‘IniFile’
UATHelper: Packaging (Android (ASTC)): e:\PROJECTS\hccm_callcenter_vr 4.26\Plugins\EmailPlugin\Source\EmailPluginEditor\EmailPluginEditor.Build.cs(6,14) : error CS0101: The namespace ‘’ already contains a definition for ‘EmailPluginEditor’
UATHelper: Packaging (Android (ASTC)): ERROR: Unable to compile source files.
PackagingResults: Error: Unable to compile source files

Resolved… Somehow I had the plugin folders inside my source folder too. I just deleted this duplicated copy.