Did you make sure to have the plugin in your project’s plugin folder (not engine’s) before compiling?
Yes, it’s there. Curiously, once the plugin was activated, its project is packaging but does not run. If it is deactivated, it reports a packaging error (something with missing Visual Studio 17).
umm… Would please share with me how to reproduce it in UE4.25.3?
I’m using 4.25.3 (freshly installed) and Kawaii version 20200904-v1.6.1. The plugin is correctly installed and working, as long as i mount a project in editor. Packaging to WIN64 is also fine. However, when i am running the exe, it returns the above mentioned error (Plugin-Module not found). I checked via non-pak-packaging that the plugin is in the WindowsnoEditor-Folder.
Now, when disabling the plugin, packaging returns an error. Below is the part of the output-log concerning Kawaii:
UATHelper: Packaging (Windows (64-bit)): Running AutomationTool…
UATHelper: Packaging (Windows (64-bit)): Parsing command line: -ScriptsForProject=“C:/Users/user pc/Documents/Unreal Projects/MyProjectkawaitest/MyProjectkawaitest.uproject” BuildCookRun -nocompileeditor -installed -nop4 -project=“C:/Users/user pc/Documents/Unreal Projects/MyProjectkawaitest/MyProjectkawaitest.uproject” -cook -stage -archive -archivedirector
y=C:/DOWNLOADS -package -ue4exe=“C:\Program Files\Epic Games\UE_4.25\Engine\Binaries\Win64\UE4Editor-Cmd.exe” -prereqs -nodebuginfo -targetplatform=Win64 -build -clientconfig=Development -utf8output
UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for C:\Users\user pc\Documents\Unreal Projects\MyProjectkawaitest\MyProjectkawaitest.uproject
UATHelper: Packaging (Windows (64-bit)): MyProjectkawaitest.uproject requires a temporary target.cs to be generated (KawaiiPhysics plugin is disabled)
UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Running: C:\Program Files\Epic Games\UE_4.25\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProjectkawaitest Win64 Development -Project=“C:\Users\user pc\Documents\Unreal Projects\MyProjectkawaitest\MyProjectkawaitest.uproject” “C:\Users\user pc\Documents\Unreal Projects\MyProjectkawaitest\MyProjectkawaitest.uproject”
-NoUBTMakefiles -remoteini=“C:\Users\user pc\Documents\Unreal Projects\MyProjectkawaitest” -skipdeploy -Manifest=“C:\Users\user pc\Documents\Unreal Projects\MyProjectkawaitest\Intermediate\Build\Manifest.xml” -NoHotReload -log=“C:\Users\user pc\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.25\UBT-MyProjectkawaitest-Win64-
Development.txt”
UATHelper: Packaging (Windows (64-bit)): WARNING: No Visual C++ installation was found. Please download and install Visual Studio 2017 with C++ components.
PackagingResults: Warning: No Visual C++ installation was found. Please download and install Visual Studio 2017 with C++ components.
UATHelper: Packaging (Windows (64-bit)): ERROR: Visual Studio 2019 must be installed in order to build this target.
PackagingResults: Error: Visual Studio 2019 must be installed in order to build this target.
BTW, the error message regarding an missing Visual C++ installation is also occuring with certain other plugins, e.g. PhythonEditorScriptPlugin
This sounds to me like the error mentioned in the release post for UE4.25
This was mentioned there by an user:
And someone answered
But looks like he found a solution:
Not entirely sure is this, but it looks like that… sort of.
What I can confirm tho is that I recently compiled a game in 4.25.3 using the 1.5.3 version of Kawaii without a problem.
**pafuhana1213, **have youconsidered setting up some kind of tip jar? I for one would love to give you a little something for your fantastic work on Kawaii. Question for anyone in the know: How does Kawaii read curves for physics settings? Does it pull from X -1 to X 1?
Great plugin. Thanks for sharing it.
Hi folks!
I have uploaded Kawaii Physics Plugin for UE5-EA now. You can try to use my plugin on UE5-EA!
If you want to know how to covert from UE4 to UE5, you can check it by a following post.
https://pafuhana1213.hatenablog.com/entry/KawaiiPhysics-UE5-EA
Thanks!
Thank you for the love for Ue5
I start to learn from here
EDIT: I was using ONLY blueprint project, now with a mixed project, it works very well. So, if you have the problem below, create a new class C++ in your project.
Hello, very good plugin, I’m in love with this plugin. I have a problem using it after packaging my project. When I try to open my game executable I get this message:
Plugin ‘KawaiiPhysics’ failed to load because module ‘KawaiiPhysics’ could not be found. Please ensure the plugin is properly installed otherwise consider disabling the plugin for this project.
https://prnt.sc/1xbx5k3
Tested on Unreal Engine 4.26.2 and Unreal Engine 5, and both of them same error. I installed the plugin in the project folder and don’t work and also installed the plugin in the Unreal plugins folder and don’t work neither… Any help with this? I loved this plugin.
I tried changing the line for “DeveloperTool”, but doesn’t work…
Thank you for this amazing plugin!
Is there any option to have an updated version for 4.27? I was forced to update UE to this version and Kawaii Physics isnt working anymore
Thanks in advance and sorry for the trouble!
My character is modular. Would it be possible to have a child component using kawaii physics be aware of collisions with the skeletal mesh it’s patented to? eg: an attached scarf colliding with the rest of the body it’s anchored to.
Hi,
Anyone tried to use the plugin with ue5 preview?
I used the early access version but i couldn’t launch the engine with
UE5 Prev doesn’t work with Kawaii. Hopefully this awesome plugin will get updated
i hope this will be updated to use in UE5, the new UI and everything is making me want to use UE5 more than 4.27.
There is a version working for Prev 1 and 2 as well as the official UE 5.0 Build. I found it here:
Hi guys!
Sorry for my late reply and update.
I have updated my plugin to UE5.0 now!
Enjoy
this is amazing! but it looks likes pafuhana1213 also gave an update too!
thank you so so much pafuhana1213 !
now there is no reason for me not to make game
Hi guys,
Today I spent all my time on my plugin for a lot of pull requests and bug fixes
v1.9.0 has been released!!!
- You can now edit parameters on curves without creating curve assets.
カーブアセットを作らなくても、カーブでのパラメーター編集ができるように。 by nkinta · Pull Request #32 · pafuhana1213/KawaiiPhysics · GitHub - World collision function has been added. I also added it to the sample
Support for world object collision, and fixed a bug where dummy bone will not generate. by benzngf · Pull Request #26 · pafuhana1213/KawaiiPhysics · GitHub - Fixed a bug that DummyBone is not generated when the end bone does not work due to LOD setting etc.
Support for world object collision, and fixed a bug where dummy bone will not generate. by benzngf · Pull Request #26 · pafuhana1213/KawaiiPhysics · GitHub - Fixed a bug that physical settings are reset during Reset Physics.
Physics settings lost after ResetDynamics called · Issue #38 · pafuhana1213/KawaiiPhysics · GitHub - Added a process (maybe) to suppress the appearance when switching LOD.
After enabling ResetBoneTransformWhenBoneNotFound, it will return to the previous process.
Reset bone location and rotation may cause trouble when switching between skeleton LODs · Issue #44 · pafuhana1213/KawaiiPhysics · GitHub
thanks!