knotff
(knotff)
November 9, 2017, 5:04pm
41
@DanielDurys You are welcome, mate!
@knotFF You are also welcome and, as for your problems, solutions follow below. Hope these help!
I’ve had the port not opening problem in a project, without errors or anything, and the problem was that Unreal simply was not compiling the plugin. It also happened with another plugin in another project. Seems kinda random.
After some fiddling (days of it) the solution was to make the plugin not load by default and re-enable it in the plugins window . Here’s how you do it without corrupting any Blueprints already using the plugin:
Close the editor
Open the [Project]\Plugins\UE4Duino\UE4Duino.uplugin file in a text editor (like Notepad)
Change **“EnabledByDefault”: true **to false
Open the **[Project][Project].uproject **file in a text editor
Before the final closing curly bracket (} ) add a comma and:
"Plugins":
{
"Name": "UE4Duino",
"Enabled": true
}
]
Save both files, launch the project and build it to test. Avoid Win32 as it never worked for me without VS 2015. And the error message window you posted has to do with DirectX, not the plugin ([FONT=courier new]WindowsD3D11Device.cpp).
As for the “Arduino not responding back in Unreal” problem, found the issue:
You are sending the [FONT=courier new]float command, not [FONT=courier new]lines. So the script answers with 4 bytes that make a float. That doesn’t end with a line break, thus [FONT=courier new]ReadLine won’t work (even for reading the bytes).
@
Thanks so much for the plug-in solutions not loading on build. That was spot on:
No in regards to the “UE4Duino/ArduinoTypesExample”, I continue to get no data from Arduino<>Unreal. When I use “lines” I get nothing back (Read Line), when I use float (ReadBytes+BytesToFloat or ReadAFloat) I get “0.0”. Same with ''int", where I get a “0”.