PerceptionNeuron Unreal4 plugin

need perception neuron plugin for unreal engine 4.18

Hi, has anyone succeeded in building PN for custom UE4 build? Their support forum looks dead, also I’ve tried copying the plugin to Engine folder, fixed the ReadOnlyTargetRules warning and built, the build was successful but the plugin still ended up not compatible with my build. More info:

@sieumeo Nope, the plugin comes with prebuilt binaries, so you cannot compile it yourself. I haven’t been able to set it up yet either.

So the issue is that the “Build-Id” of the plugin doesn’t match the Build-Id of the Engine. In my case it will never match as I’m building from source. UE4 infers that the API may be incompatible (which it isn’t) and refuses to load the module.

There are two solutions: Either manually patch the .dll and set the build id to the build id of your Engine build or use the official Unreal Engine build.

Thanks for the info @Squareys. Did you succeed with the manual dll patch? I’ll give it a try too.

I just got PN and am yet to try the plugin in my studio.

@sieumeo I did not try manually patching the dlls, no. In your case I would rather try to contact them via support to get a custom build of the plugin with the Nvidia PhysX Unreal Engine you are using.

For all other I want to point out that

> 7. Cross-platform. PerceptionNeuronPlugin can be release for all platforms which Unreal4 supported.

Is probably not that simple either, because only the Windows binaries are provided on the website. As there is no sourcecode, I guess this also requires contacting their support.

UE4 4.19 is out. When the plugin will be updated to 4.19?

Did you ever get this working? We’re dealing with this problem right now as well.

Hi. I really need help. An empty (c ++) project is not building with the plugin.
Parsing headers for MyProject
Running UnrealHeaderTool “G:\Tokio\MyProject\MyProject.uproject” “G:\Tokio\MyProject\Intermediate\Build\Win64\MyProject\Development\MyProject.uhtmanifest” -LogCmds=“loginit warning, logexit warning, logdatabase error” -Unattended -WarningsAsErrors -installed
Reflection code generated for MyProject in 9,8278271 seconds
Performing 9 actions (4 in parallel)
[3/9] Resource PCLaunch.rc
PCH.UELinkerFixups.cpp
SharedPCH.Engine.cpp
UELinkerFixups.cpp
MyProject.cpp
MyProjectGameModeBase.cpp
MyProject.init.gen.cpp
MyProjectGameModeBase.gen.cpp
[9/9] Link MyProject.exe
UE4-PerceptionNeuronRuntime.lib(Module.PerceptionNeuronRuntime.cpp.obj) : error LNK2005: “public: virtual void __cdecl UObject::GetResourceSizeEx(struct FResourceSizeEx &)” (?GetResourceSizeEx@UObject@@UEAAXAEAUFResourceSizeEx@@@Z) ��� ��������� � UE4-CoreUObject.lib(Module.CoreUObject.4_of_6.cpp.obj)
UE4-PerceptionNeuronRuntime.lib(Module.PerceptionNeuronRuntime.gen.cpp.obj) : error LNK2005: “public: virtual void __cdecl UObject::GetResourceSizeEx(struct FResourceSizeEx &)” (?GetResourceSizeEx@UObject@@UEAAXAEAUFResourceSizeEx@@@Z) ��� ��������� � UE4-CoreUObject.lib(Module.CoreUObject.4_of_6.cpp.obj)
��������� ���������� G:\Tokio\MyProject\Binaries\Win64\MyProject.lib � ������ G:\Tokio\MyProject\Binaries\Win64\MyProject.exp
UE4-PerceptionNeuronRuntime.lib(Module.PerceptionNeuronRuntime.cpp.obj) : error LNK2019: ������ �� ������������� ������� ������ “public: void __cdecl FOutputDevice::Logf__VA(wchar_t const *,…)” (?Logf__VA@FOutputDevice@@QEAAXPEB_WZZ) � ������� "public: class FSocket * __cdecl FUdpSocketBuilder::Build(void)const " (?Build@FUdpSocketBuilder@@QEBAPEAVFSocket@@XZ)
UE4-PerceptionNeuronRuntime.lib(Module.PerceptionNeuronRuntime.cpp.obj) : error LNK2019: ������ �� ������������� ������� ������ “public: static void __cdecl FDebug::LogAssertFailedMessage__VA(char const *,char const *,int,wchar_t const *,…)” (?LogAssertFailedMessage__VA@FDebug@@SAXPEBD0HPEB_WZZ) � ������� “void * __cdecl operator new<struct TChunkedArray<struct FStatMessage,65536>::FChunk,class FDefaultAllocator>(unsigned __int64,class TIndirectArray<struct TChunkedArray<struct FStatMessage,65536>::FChunk,class FDefaultAllocator> &)” (??$?2UFChunk@?$TChunkedArray@UFStatMessage@@$0BAAAA@@@VFDefaultAllocator@@@@YAPEAX_KAEAV?$TIndirectArray@UFChunk@?$TChunkedArray@UFStatMessage@@$0BAAAA@@@VFDefaultAllocator@@@@@Z)
UE4-PerceptionNeuronRuntime.lib(Module.PerceptionNeuronRuntime.gen.cpp.obj) : error LNK2001: ������������� ������� ������ ““public: static void __cdecl FDebug::LogAssertFailedMessage__VA(char const *,char const *,int,wchar_t const *,…)” (?LogAssertFailedMessage__VA@FDebug@@SAXPEBD0HPEB_WZZ)”
UE4-PerceptionNeuronRuntime.lib(Module.PerceptionNeuronRuntime.cpp.obj) : error LNK2019: ������ �� ������������� ������� ������ “public: static class FString __cdecl FString::Printf__VA(wchar_t const *,…)” (?Printf__VA@FString@@SA?AV1@PEB_WZZ) � ������� “public: class FString __cdecl FNodeDebugData::GetNodeName<struct FAnimNode_Base>(struct FAnimNode_Base *)” (??$GetNodeName@UFAnimNode_Base@@@FNodeDebugData@@QEAA?AVFString@@PEAUFAnimNode_Base@@@Z)
UE4-PerceptionNeuronRuntime.lib(Module.PerceptionNeuronRuntime.cpp.obj) : error LNK2019: ������ �� ������������� ������� ������ “public: static void __cdecl FMsg::Logf_Internal__VA(char const *,int,class FName const &,enum ELogVerbosity::Type,wchar_t const *,…)” (?Logf_Internal__VA@FMsg@@SAXPEBDHAEBVFName@@W4Type@ELogVerbosity@@PEB_WZZ) � ������� “private: virtual void __cdecl FPerceptionNeuron::StartupModule(void)” (?StartupModule@FPerceptionNeuron@@EEAAXXZ)
UE4-PerceptionNeuronRuntime.lib(Module.PerceptionNeuronRuntime.cpp.obj) : error LNK2019: ������ �� ������������� ������� ������ "protected: void __cdecl FThreadSafeStaticStatBase::DoSetup(char const *,wchar_t const *,char const *,char const *,wchar_t const *,bool,bool,enum EStatDataType::Type,bool,enum FWindowsPlatformMemory::EMemoryCounterRegion)const " (?DoSetup@FThreadSafeStaticStatBase@@IEBAXPEBDPEB_W001_N2W4Type@EStatDataType@@2W4EMemoryCounterRegion@FWindowsPlatformMemory@@@Z) � ������� “public: void __cdecl FPNMultiReaderSingleWriter::LockRead(void)” (?LockRead@FPNMultiReaderSingleWriter@@QEAAXXZ)
UE4-PerceptionNeuronRuntime.lib(Module.PerceptionNeuronRuntime.cpp.obj) : error LNK2001: ������������� ������� ������ ““protected: virtual bool __cdecl UObject::CheckDefaultSubobjectsInternal(void)” (?CheckDefaultSubobjectsInternal@UObject@@MEAA_NXZ)”
UE4-PerceptionNeuronRuntime.lib(Module.PerceptionNeuronRuntime.gen.cpp.obj) : error LNK2001: ������������� ������� ������ ““protected: virtual bool __cdecl UObject::CheckDefaultSubobjectsInternal(void)” (?CheckDefaultSubobjectsInternal@UObject@@MEAA_NXZ)”
UE4-PerceptionNeuronRuntime.lib(Module.PerceptionNeuronRuntime.cpp.obj) : error LNK2001: ������������� ������� ������ ““public: virtual bool __cdecl AActor::CheckDefaultSubobjectsInternal(void)” (?CheckDefaultSubobjectsInternal@AActor@@UEAA_NXZ)”
UE4-PerceptionNeuronRuntime.lib(Module.PerceptionNeuronRuntime.gen.cpp.obj) : error LNK2001: ������������� ������� ������ ““public: virtual bool __cdecl AActor::CheckDefaultSubobjectsInternal(void)” (?CheckDefaultSubobjectsInternal@AActor@@UEAA_NXZ)”
UE4-PerceptionNeuronRuntime.lib(Module.PerceptionNeuronRuntime.cpp.obj) : error LNK2001: ������������� ������� ������ ““public: virtual void __cdecl FAnimNode_Base::Evaluate_AnyThread(struct FPoseContext &,bool)” (?Evaluate_AnyThread@FAnimNode_Base@@UEAAXAEAUFPoseContext@@_N@Z)”
G:\Tokio\MyProject\Binaries\Win64\MyProject.exe : fatal error LNK1120: ������������� ������� ���������: 8
ERROR: UBT ERROR: Failed to produce item: G:\Tokio\MyProject\Binaries\Win64\MyProject.exe
Total build time: 65,23 seconds (Local executor: 0,00 seconds)

There is the log

Hello can anybody help me please?

I just donwloaded their Demo Project, updated the plugin folder with the plugin for 4.19 since I’m running on it.
In Axis I have this configuration
Capture.PNG
While in UE I have this
Capture2.PNG

In previous version, and in youtube video from @Weibo , it is written 255.255.255.255:7001 and then 7001 in unreal (ignoring the 7002), but new Axis software does not permit adding “: port” anymore.

I also made sure that the name of the Character in Axis Capture4.PNG

Last version I had no problems, after taking a pause of some months I figured to update the software and now something does not work anymore.
Any help would be appreciated

If you just try to follow the tutorial on YouTube for UE4 and Axis settings, still doesn’t work?
I have to download the latest version of Axis, but the settings should be as shown in the latest tutorial video, so follow those and see if you manage to get them work

A mail to the helpdesk solved the issue. they sent me this link AXIS NEURON 8591 - Google Drive to download the latest version of Axis, with settings fro Client/server ports as in the video. Hope this will help sombody else as well!

Right now I have a problem with the plugin : It won’t make my project package, while with every other new project it will work. Any thought on why that might be happening would be really appreciated.

The error I get is the following: LINK : fatal error LNK1181: cannot open file …\UE4-PerceptionNeuronRuntime.lib’ You can find more details in my answerhub’s question LINK : fatal error LNK1181: cannot open file ..\UE4-PerceptionNeuronRuntime.lib' - Platform & Builds - Unreal Engine Forums

I got the Plugin working with Unreal. But it doesn’t matter wich Unreal (and Plugin) Version I use, I can’t package the project…
In general I’M not happy with the Solution, I would rather use the Unreal Live Link feature but Axis Neuron does not support the Messagebus…
BUT: In a live stream from epic they used Axis Neuron with a Plugin in Unreal to gain data over the message bus.
I desperatly want this plugin!

Hi there!

I am trying to use this on Unreal version 4.19. I followed all the steps from this video :Live with Perception Neuron - Axis Neuron and Unreal Configuration - YouTube, but it still is not mapping the axis neuron data when I press play.

My character is from Daz 3d, and I am wondering if this problem may be because there are more bones than the perception neuron suit. Will this affect the data making it unable to re target to the model? Should I leave the ‘invalid’ bones or delete them ?

@LaJunex0 have you tried using the demo downloadable from their website ? It is a good test to make sure connection and configuration are working .
i found out that putting the plugin into the engine source folder has the most reliable behaviour in terms of packaging and functioning (opposite to putting it into the plugins folder of the project ) .
With 19.2 I download the demo , put the plugin into engine/plugins folder , make sure neuron manager has the same port as in axis’ UDP - BVH client port , and make sure the avatar blueprint has the neuron component with the name set to Char00 .
if all of that works , then the connection is set up properly and you can go one trying with another skeleton .

also, I found out that the optimal set of softwares for UE4.19.2 is the axis neuron 3.8.42.8591 and plugin version 1.1.2018.0321 . With these I can package and use the suit to move an avatar in my game .

@GranolaStudios I had problem with packaging and the customer service advised me to disable full rebuild . Hope this helps . Also make sure the demo is fully working after being packaged to make sure it is not your project’s fault . PS. A log of the packaging might help someone more expert than me into debugging your problem , otherwise nobody could really do anything without any more details .

cheers

leadermax Hi! turns out I was using the wrong version on Perception Neuron. The one on the site is not compatible, but they sent me the right version. Cheers!

@LaJunex0 Glad to hear that you solved everything :slight_smile: I know that feeling , I Even suggested them to correct the various version uploaded but apparently the ignored me . Good luck with your projects , cheers^^

Hi Weibo,
This looks great, thank you for sharing!

I am quite new to all of this so excuse me if this is a silly question. I followed Unreal’s instructions to install the plugin to my project and to the engine, and encountered no problems even though on the page it specifies the plugin is for Windows but I’m using a Mac. I can see the plugin in Unreal’s plugin manager, have restarted the engine, but can’t see ‘PerceptionNeuron (inherited)’ in my Actor’s details panel. I am running version 4.21.1 on MacOS Mojave 10.14.3.

Is this because of lack of Mac support, or am I doing something wrong here?

**@Weibo **Hello everyone! I’m running up against a problem with transform data in UE4 when attempting to use the Perception Neuron plugin.

The bones all move as they should and scale properly. However, the character moves proportional to the size of the actor, instead of scaling the amount of space moved for the body of the new model. This occurs with live streaming as well as imported BVH assets. The shorter model seems to sink into the floor when the hips lower for a jump, for example.

Is there a solution to correct this problem in Axis Neuron I am missing?