Hi @VirtualSurrealism – Thanks for the clarification. I must’ve misunderstood you since you mentioned in one of your earlier posts that you tested with a blank level and that worked in a build you made.
Anyways, I had a quick look at the blank project you provided, looking at the runtime logs of the packaged project (in the Saved directory of the packaged project), the issue seems to be that the project library/plugin linking didnt work in the build as expected.
Interestingly though, I downloaded a fresh copy of the binaries from my GitHub repo and they seem to be OK for this project without any errors even with a packaged build (plus Item 5 solution should’ve still moved any pawn properly), it’s like there was a prior rebuild from your copy that didn’t have the “Runtime” property properly set in the uplugin file.
So you can either:
1. Redownload fresh copies of the binaries & source from GitHub
-or-
2. Recompile (convert project to C++, delete Binaries and Intermediate folders from within RunebergVR plugin subfolder)
If however you’re unable to properly recompile on your end (e.g. Dev PC not setup for UE4 C++ projects). In this case, I suggest you using the Marketplace version instead:
- Download the Marketplace version of the plugin
- Install the Plugin to Engine 4.16
- Delete the RunebergVR Plugin Source Code in the project (Plugins\RunebergVR) and Project\Binaries, Project\Build, Project\Intermediate and Project\Saved
- Open the project (you might get warnings)
- Enable RunbergVRPlugin from Settings > Plugins
- Restart the editor
- Rebuild the project
I strive to update 3 versions of the plugin (latest 3 versions of the Engine) in the Marketplace and they’re normally only a couple of days late than the GitHub version so unless you are using a C++ enabled project, the Marketplace version would be the most ideal version for you. Take note however, once 4.19 is out, future updates to 4.16, will be halted for both Marketplace & GitHub (although they wont be removed in the Marketplace but you do potentially miss out on new features and bug fixes).
Hope that helps.
Cheers.
**P.S: **When sharing UE projects to others in the future, you can also save some space by not including Intermediate, Build, Saved and Binaries (if not needed by the other party) directories.