Hi, i recently downloaded Rama’s blueprint library plugin ( (39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required! - Blueprint - Epic Developer Community Forums ! ) and i got it working fine when playing in the editor but i can’t seem to get it to transfer to the packaged build.
When i run my packaged build and then look at the logs i get these errors.
[2014.05.19-11.49.17:719][ 0]LogLinker:Warning: Can't find file '/Script/VictoryBPLibrary'
[2014.05.19-11.49.17:719][ 0]LogUObjectGlobals:Warning: Failed to load '/Script/VictoryBPLibrary': Can't find file '/Script/VictoryBPLibrary'
[2014.05.19-11.49.17:720][ 0]LogLinker:Warning: Can't find file for asset '/Script/VictoryBPLibrary' while loading NULL.
[2014.05.19-11.49.17:720][ 0]LogUObjectGlobals:Warning: Failed to load '/Script/VictoryBPLibrary': Can't find file for asset '/Script/VictoryBPLibrary' while loading NULL.
I asked Rama and i was suggested to add one of these into my .Build.cs but it does not compile.
//Private Paths
PrivateIncludePaths.AddRange(new string[] { "Temple2\Plugins\PLUGIN_VictoryBPLibrary\Source\VictoryBPLibrary\Private" });
//Dynamically Loaded Modules
DynamicallyLoadedModuleNames.AddRange(new string[] { "VictoryBPFunctionLibrary" });
So i’m asking here as well, i can’t find any information on how you would link a plugin to a packaged build. Is there anyone that can explain how you would do this?
Rama
(Rama)
May 20, 2014, 5:17pm
2
#Please Help Epic
I dont know how can include my plugin code in a packaged build, any ideas?
Thanks!
Rama
lion032
(Leon Rosengarten)
May 22, 2014, 10:59am
3
Ok, I had the same problem with my plugin and the solution is stupid simple but took me about a day to figure it out.
Go to YourProject\Saved\Config\Windows
In Engine.ini add under [Plugins] (if it does not exist add that too): EnabledPlugins=PluginName.
lion032
(Leon Rosengarten)
May 22, 2014, 11:16am
4
Try in DefaultEngine.ini in YourProject\Saved\Config\
lion032
(Leon Rosengarten)
May 22, 2014, 11:22am
5
Try adding
[Plugins]
EnabledPlugins=VictoryBPLibrary
this is my DefaultEngine.ini
[URL]
GameName=KinectDemo
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
-TargetedRHIs=PCD3D_SM4
[Plugins]
EnabledPlugins=KinectV2
[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Engine/Maps/Templates/Template_Default
EditorStartupMap=/Game/Maps/Minimal_Default
TransitionMap=
bUseSplitscreen=True
TwoPlayerSplitscreenLayout=Horizontal
ThreePlayerSplitscreenLayout=FavorTop
GameDefaultMap=/Engine/Maps/Entry
GameDefaultMap=/Game/Maps/Minimal_Default
GlobalDefaultGameMode=/Script/Engine.GameMode
GlobalDefaultGameMode=/Game/Blueprints/NewGameMode.NewGameMode_C
GlobalDefaultServerGameMode=/Script/Engine.GameMode
GlobalDefaultServerGameMode=/Game/Blueprints/NewGameMode.NewGameMode_C
I went into the .ini file you were talking about and under the [Plugins] part the plugin that i’m trying to get working is present.
EnabledPlugins=VictoryBPLibrary
But it does still not work for me, have you gotten your plugin to work in a packaged build and if so, what steps did you take?
In DefaultEngine.ini i have “UnrealEdEngine=/Script/VictoryBPLibrary.VictoryEdEngine” in the [/Script/Engine.Engine] part. Does that seem correct or is there something else i need to write in?
I tried adding those two lines but it still does not work after i package the project.
This is my DefaultEngine.ini
[URL]
GameName=Temple
[/Script/Engine.CollisionProfile]
; customized game channel
; if you do this, make sure you define in native for convenience
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1, Name=Projectile)
+Profiles=(Name="Projectile", CollisionEnabled=QueryOnly,ObjectTypeName=Projectile, CustomResponses=( \
(Channel=PhysicsBody, Response=ECR_Overlap), \
(Channel=Projectile, Response=ECR_Ignore) \
))
[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="TP_FirstPerson",NewGameName="/Script/Temple")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_FirstPerson",NewGameName="/Script/Temple")
+ActiveClassRedirects=(OldClassName="TP_FirstPersonProjectile",NewClassName="TempleProjectile")
+ActiveClassRedirects=(OldClassName="TP_FirstPersonHUD",NewClassName="TempleHUD")
+ActiveClassRedirects=(OldClassName="TP_FirstPersonGameMode",NewClassName="TempleGameMode")
+ActiveClassRedirects=(OldClassName="TP_FirstPersonCharacter",NewClassName="TempleCharacter")
[Plugins]
EnabledPlugins=VictoryBPLibrary
[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/Maps/BaseLevel
TransitionMap=
bUseSplitscreen=True
TwoPlayerSplitscreenLayout=Horizontal
ThreePlayerSplitscreenLayout=FavorTop
GameDefaultMap=/Game/Maps/MainMenu
GlobalDefaultGameMode=/Script/Temple.TempleGameMode
[/Script/Engine.PhysicsSettings]
bEnableAsyncScene=False
MaxPhysicsDeltaTime=0.033333
bSubstepping=False
MaxSubstepDeltaTime=0.016667
MaxSubsteps=6
SyncSceneSmoothingFactor=0.000000
AsyncSceneSmoothingFactor=0.990000
InitialAverageFrameRate=0.016667
+PhysicalSurfaces=(Type=SurfaceType1,Name="Stone")
Where do you do that? I did not create the plugin.
lion032
(Leon Rosengarten)
May 22, 2014, 11:55am
10
in VictoryBPLibrary.uplugin change from “Type” : “Developer” to “Type” : “Runtime”
lion032
(Leon Rosengarten)
May 22, 2014, 12:01pm
11
Where you installed the plugin, Usually in Engine/Plugins/VictoryBPLibrary
lion032
(Leon Rosengarten)
May 22, 2014, 12:14pm
12
Ok, let me check it much more in depth
lion032
(Leon Rosengarten)
May 22, 2014, 12:22pm
13
Cook and package it again after changing it to Runtime please, maybe it will solve it
lion032
(Leon Rosengarten)
May 22, 2014, 12:43pm
14
email me at lion032 at gmail dot com
After changing to “Runtime” i get this when starting the .exe.
"Plugin ‘VictoryBPLibrary’ failed to load because module ‘VictoryBPLibrary’ could not be found.
I tried packaging it after setting it to Runtime as well as changing some lines in DefaultEngine but i still get “Plugin ‘VictoryBPLibrary’ failed to load because module ‘VictoryBPLibrary’ could not be found.”
lion032
(Leon Rosengarten)
May 22, 2014, 10:35pm
17
The source of the problem was found, it was UnrealEd dependency in the plugin itself.
The fixed code was sent to Rama for review.
Rama
(Rama)
May 22, 2014, 11:27pm
18
#Thank You Lion!
Thank youuu!
This really helps me out!
You did an amazing job splitting the plugin into two modules, but still only having 1 file / 1 plugin to check off in the Editor!
Awesome work!
#
Rama
PS: will be emailing you back soon
lion032
(Leon Rosengarten)
May 22, 2014, 11:40pm
19
Thank you very much Rama!
Darkworth
(Taj James)
August 1, 2014, 2:02am
20
Was this ever fixed? I am still having this exact issue with UE4.3.1 and the newest build of Rama’s Victory Plugin.