Hey I am kinda new to the unreal engine but I have some experience with C++. When I try to build the plugin for unreal engine 5.0 it says that I have to rebuild the source manually. Can anybody help?
This noise lib is pretty good and easy to pull with static calls from functions in your cpp. But⦠why does it generate such a large binary file system, my project just gets bigger and bigger each time I use this lib it adds to the binary folder.
So I said okay I will delete the binary files that I no longer use, that were generated when I did tests with noise, so I look at the dates when they were created and modified for the last time and I deleted them, and it works for a while and for some reason unreal decided to check these files that are no longer need or in use and it says that It cannot find these binary files and my project will not boot up and editor dies on me, I cannot enter the unreal editor because when it loads the project it says itās missing some binary files. So I can go up to 40 GB just from this simplex noise library in time, and I cannot delete files that are inside the binary folder. I just have to recreate my project that means starting a new project with the old source files that I save. Is there a way around this ? to some how clear the old stuff that I use for tests, noise for my terrain that I experiment with then it gets saved, I no longer needed, itās just left there and you cannot delete it because the project will get ruined. All the files from the binary folder that I delete are only associated with Simplex Noise library, I do not delete other files from the bin folder. Any help ?
heya, could u recompile for 5.x.x versions ? new to unreal
Compiling the Plugin for 5.X
First, make sure your project has a build/source file. If you are working with BP only for now, open the Project and head to the Topbar⦠go to
Tools > New C++ Class
Give it any Name⦠I prefer āProjectname_Mainā for the initial class of the Project. Set it to public and create it. Now you got a Project you can use Blueprint AND Cpp. Additionally, the Project has created a *.sln File in the root directory. This is the solution file for Visual Studio OR Rider.
Then, You can simply add this Plugin into your
PROJECT/Plugins/<Pluginname>
Folder.
Then, open the Plugins *.uplugin (located in the plugins root directory) File with any editor (even Windows Editor) and delete the
āWin32ā from the Array, cause it is a not existing platform definition in 5.X.
Now, go into your projects root directory, and open the Source Folder. inside you“ll find a folder named like your Project.
Projectname/Source/Projectname
open it and open your .Build.cs File. Again⦠A simple text editor is enough. Add the Plugin to your Publics, by adding its Name to the PublicDependency Array⦠like this:
public Projectname(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new[] {"Core", "CoreUObject", "Engine", "InputCore"});
PublicDependencyModuleNames.AddRange(new[]
{
"SimplexNoise" //This is the simplexNoise Name, added to your Projects Dependencies.
});
}
Now⦠open your projectās Solution File (in the root directory) with the IDE of your choice (Visual Studio or Rider preferred here). And compile the project. The plugin should simply compile for 5.X inside it.
Done it some Minutes ago⦠works like a charm.
You can also add it in the same line, you donāt need a separate line, just add it to the end like this
PublicDependencyModuleNames.AddRange(new[] {"Core", "CoreUObject", "Engine", "InputCore", " SimplexNoise"});
This is an exact replica maybe with few other options of other versions I have seen online googling it , made to work with Unreal, so you can dig online about additional things if you like.
Also I would check the plugin setup after you install it, sometimes it does not activate, just type simplex in the plugin section to find it after you install it and if itās unchecked check it.