Hi, I have created a plugin with a custom animation node for UE4.27. The plugin compiles correctly and works in the editor on Windows. I can also make an android ASTC build just fine, and the log tells me the runtime module is being compiled and packaged. But when I try to run this game in VR, the game gets stuck on loading and seems to crash. I have tested with and without the plugin and the plugin is definitely causing the problem.
I have separated the plugin into an Editor-only and Runtime module.
These are the dependencies for the editor module:
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
// "Slate",
// "SlateCore",
// ... add private dependencies that you statically link with here ...
"AnimGraph", "BlueprintGraph", "PluginNameRuntime"
}
);
And here are the dependencies for the runtime module:
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
// "Slate",
// "SlateCore",
"AnimGraphRuntime"
// ... add private dependencies that you statically link with here ...
}
);
I am starting to think that VR doesn’t support the AnimGraphRuntime dependency.
Does anyone know what is causing the loading problem?