Re: Unreal Engine 4
Posted: 20 Dec 2017, 21:33
I grabbed that latest push, and NoesisGUI-NativeSDK-2.1.0b12. Copied the SDK into the proper place, compilation went smooth. Same issue when launching project:
I copied the *.dll files from the NoesisSDK bin folder, into the Noesis plugin binaries/win_64 folder, same issue is there. My project is a C++ project, and I've added the Noesis header and PrivateDependencyModuleNames entries in the project's *.build.cs file. I'm at a loss.
[edit]
This tells me this isn't a project plugin. I didn't notice any documentation stating otherwise?
[edit edit]
Yup. Copied the NoesisGUI plugin folder in the installed engine plugin folder, and my project fired up. It would be ideal if this was project-based, not requiring the user to install into the engine directory. I realize now I didn't notice this in the documentation. I'm used to engine source modifications, and rebuilding the engine, and adding plugins on a per-project basis, but it's not elegant diving into the engine plugin folder, outside of marketplace installed plugins. It works, but it's dirty...
Also, the folder structure of the samples is very rugged. Plugins can contain content. Examples should be in there, and easily accessible. There is a ton of documentation on best-practices, and a handy style-guide here: https://github.com/Allar/ue4-style-guide
It'd be awesome if energy was put into making the UE4 plugin meet the quality and usability standards one would expect from this awesome looking GUI solution
Thanks for all the support so far, and I hope my critiques are taken as just that- not trying to be a douche!
Code: Select all
Unknown exception - code c06d007e (first/second chance not available)
KERNELBASE
UE4Editor_NoesisRuntime!__delayLoadHelper2() [f:\dd\vctools\delayimp\delayhlp.cpp:323]
UE4Editor_NoesisRuntime!_tailMerge_Noesis_dll()
UE4Editor_NoesisRuntime!FNoesisRuntimeModule::StartupModule() [f:\erebus\projects\edt\ue\plugins\noesisgui\source\noesisruntime\private\noesisruntimemodule.cpp:147]
UE4Editor_Core
UE4Editor_Projects
UE4Editor_Projects
UE4Editor_Projects
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll[edit]
Code: Select all
LogWindows: File '../../../Engine/Plugins/NoesisGui/Source/Noesis/NoesisSDK/Bin/windows_x86_64/Noesis.dll' does not exist[edit edit]
Yup. Copied the NoesisGUI plugin folder in the installed engine plugin folder, and my project fired up. It would be ideal if this was project-based, not requiring the user to install into the engine directory. I realize now I didn't notice this in the documentation. I'm used to engine source modifications, and rebuilding the engine, and adding plugins on a per-project basis, but it's not elegant diving into the engine plugin folder, outside of marketplace installed plugins. It works, but it's dirty...
Also, the folder structure of the samples is very rugged. Plugins can contain content. Examples should be in there, and easily accessible. There is a ton of documentation on best-practices, and a handy style-guide here: https://github.com/Allar/ue4-style-guide
It'd be awesome if energy was put into making the UE4 plugin meet the quality and usability standards one would expect from this awesome looking GUI solution
Thanks for all the support so far, and I hope my critiques are taken as just that- not trying to be a douche!