Hello again !
I’ve spotted another problem : once packaged, my game crashed on startup. So I tried debugging the exe through VisualStudio (in DebugGame configuration), and there’s an unhandled exception thrown here :
File : Hub_impl.hpp
Hub::Hub(const std::string& applicationIdentifier)
: _hub(0)
, _myos()
, _listeners()
{
libmyo_error_details_t _error;
libmyo_init_hub(&_hub, applicationIdentifier.c_str(), &_error);
switch (**libmyo_error_kind(_error)**) {
case libmyo_error:
case libmyo_error_runtime:
case libmyo_error_invalid_argument:
{
lastInitCausedError = true;
break;
}
case libmyo_success:
{
lastInitCausedError = false;
break;
}
}
}
It turns out libmyo_init_hub, even through returning libmyo_success, was leaving _error uninitialized, quite strange…From there I added a check to know if the function executed successfully and now the packaged game works like a charm !
libmyo_result_t res = libmyo_init_hub(&_hub, applicationIdentifier.c_str(), &_error);
if (res == libmyo_success) {
lastInitCausedError = false;
}
else {
switch (libmyo_error_kind(_error)) {
/* ... */
}
}
When searching about the issue I stumbled upon topic where you discussed part of the code. I suppose we should notify Thalmic devs about as they seem unaware of it.
About my previous issue (compiling a blueprint with a MyoComponent causes UE Editor to crash), I managed to compile after quitting MyoConnect. I can then restart MyoConnect and it works as intended. But if I try to recompile or even move the blueprint instance in the level, the crash comes back. My log file ends abruplty after quite a struggle it seems :
I don’t know if it’s possible to debug a crash in the Editor, so I’m a little stuck. I’ll see want I can do !