The problem I’m having is that when compiling the project, the fbxsdk.h cannot be found, so it gives error when compiling.
I’ve been searching in the forums and answer hub for this issue but none seem to work for me x_x
I’ve already downloaded the source code of Unreal Engine from Github (as zip, not from Git Desktop) and followed all the steps, but in VS2015, the project does not include the fbxsdk/2016.1.1/include directory, although in Git it’s there. So once again the problem of not having the fbxsdk.h appears.
I’m wondering what i’m doing wrong, or if i’m even thinking about this properly…
I’ve also tried calling in the project build.cs:
AddThirdPartyPrivateStaticDependencies(Target, "FBX");
and then in MyProject.cpp:
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, MyProject, "MyProject" );
I’ve also downloaded the FbxBuilder that was avaiable in the forums and tried compiling it, because i saw that they made a Module loader for their own build and thought that was my problem all along maybe. I didn’t do any sort of modification to it and i still had the same error.
Because i was getting no where with this for the past 2 days, i tried adding manually the directory, both in project and explorer just for the heck of it, and even like that i fail miserably…
I would like to work on my project but is it supposed to not have the directory in the project and work on VS2015 without it? Is the compile error normal in VS2015, and if I open the project with Unreal it wont have problems?
My head has been looping in questions like this x-x
Can someone help me or point me in some direction please? >_<
(and sorry if i got some english mistakes, not native language)
[UPDATE]
I managed to compile it from the source code on Git. But should i work with the source code from git? or is there a way that i can work with the code from the editor?
If i work with the code from source, then i’ll have to arrange it in a way that works as plugin in the editor, and i think this is what i’m not sure of what it has to have for it to work.
Along the day i tried testing if it was getting the library correctly, but i dunno if it was because the build failed that i couldn’t get the output response from it, or simply bad coding.
What I did was:
FbxManager* lSdkManager = FbxManager::Create();
and see if it was returning NULL or not, and returning a message or something for each case.