I’d like to write UE4 plugin which links to iOS framework which uses iOS bundle.
The bundle is outside that framework and to use this framework in Xcode project i would have to add both to project.
I know i can add frameworks to plugins but what about that bundle.
Can UE4 plugin contain such bundle?
And does Unreal Build Tool know how to handle it?
More details:
that bundle contains xcdatamodel for Core Data purposes.
We don’t have proper generalized support for plugins containing stuff like that - it’s on the list for the next month or two. We have extra bundle support in the TapJoy plugin (Engine\Plugins\Runtime\Advertising\IOSTapJoy), you might be able to start there. It’s a bit kludgey, but it does work.
I cant get IOSTapJoy to work.
When i run puzzle game example or top down example i get message
"Plugin ‘IOSTapJoy’ failed to load because module IOSTapJoy could not be found. "
I just created new project, enabled plugin in Window plugins, restarted editor.
Engine version 4.5.1. Xcode 6.1.
I run it on device ipad3 ios7.1.2.
I didn’t have those settings.
So I added them to ConfigDefaultEngine.ini (in project) but it still the same.
Log shows:
LogPlayLevel:Display: env: LogModuleManager:Warning: ModuleManager: Module ‘IOSTapJoy’ not found - its StaticallyLinkedModuleInitializers function is null.
I also verified that .uproject file has:
“Plugins”: [
{
“Name”: “IOSTapJoy”,
“Enabled”: true
}
]
The ConfigIOSIOSEngine.ini is absent in my project but i found it in engine src.
I also added blueprints to show banner and they show iads.
btw. I run OSX 10.9.5.
Right, no TapJoy compilation in log - only packaging.
Importat thing:
I noticed its not just IOSTapJoy problem becouse i get this plugin-not-found message for more plugins: IOSApsalar, even for refactored blank plugin.
Okay, there is something keeping it from compiling. I currently don’t have source code access (on a plane), but I would suggest debugging (or adding logging to) the UnrealBuildTool code in Plugin.cs (I believe) that looks over the plugins and see why it’s not being compiled.
Ahhh, you weren’t compiling code, yeah, plugins can’t work with the pre-made executables because iOS doesn’t technically support DLLs. There is a hack for it to support .dylib files, but you can’t ship a game with it.
As for the missing TapJoy static library, I will have to ask around about that one.
Yes, that library was missing from the subscription binaries. I am working on getting a .a compiled with 4.5, but we should be good to go with 4.6 going forward (no more missing plugin libs).