Yeah I added a breakpoint in visual studio debugging it’s not called I don’t even know why when I comment my calls of imi functions everything works right but when I uncomment it they are never but for some reason freezes the unreal editor screen
I could give you the full loading log until it loads the imitationLib.dll but I doubt that would be useful
You could try without the try catch, commenting out every line and then running it uncommenting one line at a time and see it it fails straight away or at a certain function call.
That’s what I just tried hehe and yeah even the basic functions (like a setter and a getter) get my unreal editor’s screen frozen
If you are using a dll why not load it dynamically in engine line the library example I sent you. You could at least know if the dll is the culprit
also do you have the dll marked in your build file?
RuntimeDependencies.Add(Path.Combine("$(ProjectDir)","Plugins","MyDllDir" , "myLibrary.DLL"));
Then in you plugins dir you need for example MyDllDir
which has the dll file inside.
The lib I’m linking in my plugin is not a dll, it’s a static one so a .lib
You mentioned it’s a dll
I meant my UnrealEditor-ImitationLib.dll generated by UE which is placed in the binaries folder of my plugin sorry
Well you could also just generate a dll if you have the source. Not much difference between a lib and dll output wise from the ide’s point of view.
I don’t have access to the source file but I have a clue,
I created an actor class AudioCaptureActor in my game files BUT this actor depends of a c++ component class created in my plugin folder class so in order for it to work I had to make my game dependent of my plugin which is a bad way of reasoning :
public class MyProject2 : ModuleRules
{
public MyProject2(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[]
{
//default modules
"Core",
"CoreUObject",
"Engine",
"InputCore",
"HeadMountedDisplay",
//added modules
"SignalProcessing",
"AudioMixer",
"XmlParser",
"UMG"
}
);
PrivateDependencyModuleNames.AddRange(new string[]
{
"ImitationLib"
}
);
PrivateIncludePathModuleNames.AddRange(new string[]
{
"ImitationLib"
}
);
}
I’m gonna move my actor in my plugin content folder instead and see if that fixes the issue
Nope didn’t fix it maybe it’s the intel lib that causes problem idk if anyone have ever tried linking them to unreal engine this ones :
PublicAdditionalLibraries.Add(Path.Combine(ThirdPartyPath, "Lib", "ippcore.lib"));
PublicAdditionalLibraries.Add(Path.Combine(ThirdPartyPath, "Lib", "ipps.lib"));
PublicAdditionalLibraries.Add(Path.Combine(ThirdPartyPath, "Lib", "ippvm.lib"));
PublicAdditionalLibraries.Add(Path.Combine(ThirdPartyPath, "Lib", "ippch.lib"));
All Iintel libs. Could it be a processor mismatch by having an AMD?
Yeah nope it’s not it the ipp libs works fine on a blank project so the issue resides in my imitation.lib by default
Finally solved it !! I used the ippsmt.lib instead of using the ipps.lib and for some reason using the ippsmt blocked all kind of logs
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