Re: Unreal Engine 4
Yes, the plan is giving visibility as soon as we close the beta. We didn't want to expose an alpha product to the UE4 community. But we think the product is almost ready to be announced.So far it looks very nice. You guys should put the plugin on the UE4 marketplace for more visibility.
Thank a lot for your feedback!
Re: Unreal Engine 4
Hi Everyone,
I just push a new version of the plugin. The main new thing is iOS support building from a Mac. I still haven't managed to get the remote build pipeline working, so haven't tested building from Windows, so it may not work. There's also a fix for Standalone play from the editor, which wasn't working correctly before.
I just push a new version of the plugin. The main new thing is iOS support building from a Mac. I still haven't managed to get the remote build pipeline working, so haven't tested building from Windows, so it may not work. There's also a fix for Standalone play from the editor, which wasn't working correctly before.
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- flyingtree
- Posts: 31
- Joined:
Re: Unreal Engine 4
Plugin compile failed: Missing NoesisSDK.h with NoesisSDK 2.1.0rc2
Re: Unreal Engine 4
I'm sorry, I missed that file when I last committed the plugin.
There are some code changes required to use the latest SDK. I'm going to do another commit this evening, UTC time. I'll post here when the changes are in GitHub.
There are some code changes required to use the latest SDK. I'm going to do another commit this evening, UTC time. I'll post here when the changes are in GitHub.
Re: Unreal Engine 4
Hi everyone,
I've updated the plugin, which now requires version 2.1.0rc1 or newer of the Noesis SDK.
Besides that the class NoesisWidget has been removed and its functionality moved to the Native functions in NoesisInstance. The shaders have been rearranged, been split into two files, the number of vertex shader combinations that were being generated have been reduced, and a couple of problems that were found bringing up Android support have been fixed.
Please note that the removal of the NoesisWidget class means that the default Visibility of NoesisInstance has changed from SelfHitTestInvisible (the default for UserWidgets) to Visible for everything to work, since from Unreal's point of view there's a single widget now (before there was an SObjectWidget with an SNoesisWidget under it). We're working on getting NoesisViews to work similar to UMG Widgets when SelfHitTestInvisible is set.
As always, please let us know if you find any problems.
I've updated the plugin, which now requires version 2.1.0rc1 or newer of the Noesis SDK.
Besides that the class NoesisWidget has been removed and its functionality moved to the Native functions in NoesisInstance. The shaders have been rearranged, been split into two files, the number of vertex shader combinations that were being generated have been reduced, and a couple of problems that were found bringing up Android support have been fixed.
Please note that the removal of the NoesisWidget class means that the default Visibility of NoesisInstance has changed from SelfHitTestInvisible (the default for UserWidgets) to Visible for everything to work, since from Unreal's point of view there's a single widget now (before there was an SObjectWidget with an SNoesisWidget under it). We're working on getting NoesisViews to work similar to UMG Widgets when SelfHitTestInvisible is set.
As always, please let us know if you find any problems.
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- flyingtree
- Posts: 31
- Joined:
Re: Unreal Engine 4
1. android compile failed because of the case problem in NoesisRuntime.h
2. Game crashed immediately when launched. Seems like libNoesis.so is not packed into apk.
Code: Select all
error: non-portable path to file '"NoesisBlueprintGeneratedClass.h"'; specified path differs in case from file name on disk [-Werror,-Wnonportable-include-path]
#include "NoesisBlueprintgeneratedClass.h"
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"NoesisBlueprintGeneratedClass.h"
Code: Select all
java.lang.UnsatisfiedLinkError: dlopen failed: library "libNoesis.so" not found
at java.lang.Runtime.loadLibrary0(Runtime.java:989)
at java.lang.System.loadLibrary(System.java:1530)
at com.epicgames.ue4.GameActivity.<clinit>(GameActivity.java:3101)
at java.lang.Class.newInstance(Native Method)
at android.app.Instrumentation.newActivity(Instrumentation.java:1079)
at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2604)
at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2773)
at android.app.ActivityThread.-wrap12(ActivityThread.java)
at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1520)
at android.os.Handler.dispatchMessage(Handler.java:102)
at android.os.Looper.loop(Looper.java:163)
at android.app.ActivityThread.main(ActivityThread.java:6276)
at java.lang.reflect.Method.invoke(Native Method)
at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:898)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:788)
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- flyingtree
- Posts: 31
- Joined:
Re: Unreal Engine 4
According to the https://github.com/EpicGames/UnrealEngi ... anguage.cs, I will add a UPL file and try again.1. android compile failed because of the case problem in NoesisRuntime.h2. Game crashed immediately when launched. Seems like libNoesis.so is not packed into apk.Code: Select allerror: non-portable path to file '"NoesisBlueprintGeneratedClass.h"'; specified path differs in case from file name on disk [-Werror,-Wnonportable-include-path] #include "NoesisBlueprintgeneratedClass.h" ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "NoesisBlueprintGeneratedClass.h"
Code: Select alljava.lang.UnsatisfiedLinkError: dlopen failed: library "libNoesis.so" not found at java.lang.Runtime.loadLibrary0(Runtime.java:989) at java.lang.System.loadLibrary(System.java:1530) at com.epicgames.ue4.GameActivity.<clinit>(GameActivity.java:3101) at java.lang.Class.newInstance(Native Method) at android.app.Instrumentation.newActivity(Instrumentation.java:1079) at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2604) at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2773) at android.app.ActivityThread.-wrap12(ActivityThread.java) at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1520) at android.os.Handler.dispatchMessage(Handler.java:102) at android.os.Looper.loop(Looper.java:163) at android.app.ActivityThread.main(ActivityThread.java:6276) at java.lang.reflect.Method.invoke(Native Method) at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:898) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:788)
Re: Unreal Engine 4
Hi flyingtree,
Android support is still a work in progress, was just working on it these days. I just got to the point where I could build a game for the platform, was just running into the same library problem you are. I could build without errors with the Mac SDK, though. I will fix that include nonetheless.
I'll update this post when I commit the changes. Sorry for the misunderstanding.
Android support is still a work in progress, was just working on it these days. I just got to the point where I could build a game for the platform, was just running into the same library problem you are. I could build without errors with the Mac SDK, though. I will fix that include nonetheless.
I'll update this post when I commit the changes. Sorry for the misunderstanding.
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- flyingtree
- Posts: 31
- Joined:
Re: Unreal Engine 4
Hi, I can run Noesis on android mobile phone now, but it's upside down along V direction, you can check the differences between the two images below:Hi flyingtree,
Android support is still a work in progress, was just working on it these days. I just got to the point where I could build a game for the platform, was just running into the same library problem you are. I could build without errors with the Mac SDK, though. I will fix that include nonetheless.
I'll update this post when I commit the changes. Sorry for the misunderstanding.
PIE: Android Phone:
Re: Unreal Engine 4
Hi flyingtree,
I've got that fixed now too. I have to test the changes a bit more. I'll commit them this evening, European time. I'll post here when I do.
I've got that fixed now too. I have to test the changes a bit more. I'll commit them this evening, European time. I'll post here when I do.
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