Well, I’m having a heck of a time building a plugin that the released 4.19.0 engine is happy with. Gonna take me a bit more time to nail down what I’m doing wrong. The plugin works fine for the engine that I am compiling it with, but nothing else. I’m not well versed in either C++ or Unreal, so patience is welcomed.
I dread everytime Epic release a new update! I was very happy using the plugin for 4.18 until I had to install 4.19 due to the datasmith plugin update.
I have installed the Unreal Studio, I hope that does not affect the 4.19 plugin!
My guess is that {Drive Letter}:{your directories}\UnrealEngine-4.19.0-release\Engine\Source\Runtime\Launch\Resources\Version.h needs to have this line changed:
#define BUILT_FROM_CHANGELIST 0
to:
#define BUILT_FROM_CHANGELIST 3944462
The number 3944462 is based on the changelist described in for this release. Hopefully that will result in a plugin that will work on the official Unreal Editor 4.19.
It’s not so much knowing how to do it as it is knowing which source branch and/or exact commit to compile against. The 4.19 branch on has already incremented to 4.19.1
Indeed. It took me quite a while to find the changelist number for 4.19.0! I had forgotten that it is usually placed in the description of the release or tag:
As Naikrovek found out, this was kind of a pain in the rear-end to compile and get working. I ended up having to use the official 4.19 release to create an empty project, then copy the plugin source code and have the editor recompile the plugin so that it would be recognized.
Hi , thanks for recompiling the plugin. I really appreciate your time. It does sound like a massive pain in the rear-end.
I have just dropped it into the plugins folder but I it’s probably not working because I have noticed a 4.19 (.1) update on the Epic Launcher! I should have 4.19.1 installed within the hour.
Installed the new update. Weirdly it wasn’t even a .1 update! It is still showing 4.19. The new version shows - 4.19.0-3944462+++UE4+Release-4.19.
I happy to say it works like a dream on Windows 10. Great job mate, you have saved the day again.
Has anyone here had any issues navigating vertically up/down in-game with this plugin? In-editor the spacemouse navigates just fine, but the only in-game inputs I can seem to mimic is lateral movement (W A S D). On top of that, the camera control in general is just a little less smooth than whatever movement the editor viewport uses. Is there a way to replicate this kind of movement ingame?
Just wanted to say: 20 pages of requests from over 4 years of requests and the community still has to cobble support for a device widely used in CAD and 3D, including all the major tools used in the industry for art creation.
Please, Epic----can you get this supported? Once you’ve used one, you can’t go back to playing the piccolo with the mouse buttons.
Checking in four years later… when this thread was first opened, Epic said they didn’t have the resources to assign a programmer to build a space navigator plugin. Understandable.
But right now, Fortnite makes $300,000,000 (three hundred million) dollars a month. That is on pace to make $1,000,000,000 (one billion) dollars every 3 months for the next few years, if not much more.
Now do you guys have the resources to assign a programmer to this task?