that’s one of best days of my life. (virtualive is a very hard bridged system between td and ue4…this means work totally on unreal passing parameters with zero lags or extra routing to send and recieve data)
Thanks derivative you have saved my life. (hours of extra work <3)
i hope to try it soon <3
2 Likes
JetXS
June 17, 2021, 6:04pm
11
Hey @tedpallas
This is really an odd one. We have a potential fix that will come in the next beta release, early next week.
Meanwhile, you could try it on the dev branch of the Github repositories if you are comfortable with that.
It should prevent the crash from happening, but the crash itself seems to be caused possibly by an issue with the install… I wonder if (not a joke) you tried to reboot your computer ? What about starting VS 2019 as admin ?
audri
June 18, 2021, 3:46am
12
I was also unable to get the plugin to work. I have the correct Unreal Engine version and followed the directions exactly for installing the plugin- The plugins were in the project…I was told to restart to enable the plugins…but when i tried to restart I got the message that the modules were missing but I could rebuild them Upon trying that the error I always got was the project could not be compiled, Try building from the source manually- not exactly sure how to do that.
JetXS
June 18, 2021, 12:59pm
13
Hey @audri
Building from source should be fairly straightforward following this
Please let me know if there is any issues,
Best,
Michel
JetXS
June 21, 2021, 3:11pm
14
Hello everyone,
Update 0.9.2 is now available for both plugin and samples .
Changes in v0.9.2:
New DAT specific features, see the Plugin documentation for details
Fixing an issue where building the plugin as Release would fail
Fixing an issue where the plugin would cause a crash of Unreal Engine when loading a TouchEngine
Added documentation of C++ for Plugin specific objects and methods
Minor fixes and tweaks to code, as well as some optimization
@tedpallas - maybe you can give it another go and see if your issue is now fixed thanks!
2 Likes
Is anyone else having trouble getting DAT input working? Using BP_TE_UESample03_Parameters from the sample project to send an array of strings into a DAT input does not seem to work. TOPs and CHOPs work just fine when sending data through and printing it back out in Unreal, but not DATs. When reading back the cell with Get Cell, I get the error “Accessed None trying to read property DAT”
Here is a link to a test BP that uses UESample03_Parameters.tox from the sample
Also this is on 14010 and TouchEngine-UE4 0.9.2, UE 4.26.2
JetXS
June 24, 2021, 12:00am
16
Hello @cerspense
Thanks for the report.
I will add an issue to our repository for a developer to look into it. I will get back to you.
Thanks,
Michel
Issue: TouchEngine-UE4-Samples #33
1 Like
To everyone having problems rebuilding, make sure you have Visual Studio 2019 installed and have the .NET SDK 4.6.2 installed . After I installed these both on a machine, I was able to build it and open the samples project without any problems.
2 Likes
Can a tox file including compute shader of glsl TOP work in UE4 ??
I just tried that using TouchEngine component, but it seems it doesn’t reflect correctly…
JetXS
July 1, 2021, 12:34pm
19
Hey @3710tomoya
It should be. Can you elaborate?
You are not getting the expected result once the texture is in Unreal?
Thanks,
Michel
Well, I tried loading with the tox file attached here.
At first, it seems not to work a function like a imageLoad(mTDComputeOutputs[0], ivec2(gl_GlobalInvocationID.xy))
.
So I put feedbackTOP
instead.But, I couldn’t see same texture of Touchdesigner COMP out in UE4.
I also attached the video here. It’s the result of that.
computeshader.tox (1.6 KB)
JetXS
July 2, 2021, 1:54pm
21
Hey @3710tomoya
Thanks for the details.
I played around with your file and was unable to get it to work as expected as well.
I’ve added an issue to the project tracker for a developer to look into it.
Thanks,
Michel
Issue: TouchEngine-UE4 #83
1 Like
JetXS
July 8, 2021, 6:37pm
22
Hey @cerspense
The Get Cell issue is solved w/ the TouchEngine-UE4 GitHub repository’s latest commits (main branch).
Thank you for your patience.
Best,
Michel
1 Like
Awesome! Thanks so much!!
1 Like
Just a heads up, this most recent version from the main branch was not easy for me to build. I had to install Visual Studio 2017 in addition to 2019, generate visual studio project files and build the project there. Building the plugin with the BAT did not work at all this time.
JetXS
July 9, 2021, 2:09am
25
Did you get any specific error message that could help or that we could document ?
Did you build manually from the source previously or always used our release binaries?
Thanks,
Michel
Yeah, here is a log from a failed build with the BAT
AndroidPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.AndroidPlatformSDK has no valid SDK
IOSPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.IOSPlatformSDK has no valid SDK
LinuxPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.LinuxPlatformSDK has no valid SDK
WindowsPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.WindowsPlatformSDK using manually installed SDK
BuildMode.Execute: Command line: "C:\Program Files\Epic Games\UE_4.26\Engine\Binaries\DotNET\UnrealBuildTool.exe" UE4Game Win64 Development -Project=C:\Users\cerspense\Documents\Repos\TouchEngine-UE4-Samples_2\Plugins\TouchEngine-UE4\HostProject\HostProject.uproject -plugin=C:\Users\cerspense\Documents\Repos\TouchEngine-UE4-Samples_2\Plugins\TouchEngine-UE4\HostProject\Plugins\TouchEngine\TouchEngine.uplugin -iwyu -noubtmakefiles -manifest=C:\Users\cerspense\Documents\Repos\TouchEngine-UE4-Samples_2\Plugins\TouchEngine-UE4\HostProject\Saved\Manifest-UE4Game-Win64-Development.xml -nohotreload -2017 -log="C:\Users\cerspense\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26\UBT-UE4Game-Win64-Development.txt"
WindowsPlatform.FindVisualStudioInstallations: Found Visual Studio installation: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community (Product=Microsoft.VisualStudio.Product.Community, Version=15.9.28307.1525)
WindowsPlatform.FindVisualStudioToolChains: Found Visual Studio toolchain: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023 (Version=14.16.27045)
WindowsPlatform.EnumerateSdkRootDirs: Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (1)
WindowsPlatform.EnumerateSdkRootDirs: Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (2)
WindowsPlatform.UpdateCachedWindowsSdks: Found Windows 10 SDK version 10.0.17763.0 at C:\Program Files (x86)\Windows Kits\10
WindowsPlatform.UpdateCachedWindowsSdks: Found Universal CRT version 10.0.17763.0 at C:\Program Files (x86)\Windows Kits\10
WindowsPlatform.UpdateCachedWindowsSdks: Found Windows 10 SDK version 10.0.18362.0 at C:\Program Files (x86)\Windows Kits\10
WindowsPlatform.UpdateCachedWindowsSdks: Found Universal CRT version 10.0.18362.0 at C:\Program Files (x86)\Windows Kits\10
WindowsPlatform.UpdateCachedWindowsSdks: Found Windows 10 SDK version 10.0.19041.0 at C:\Program Files (x86)\Windows Kits\10
WindowsPlatform.UpdateCachedWindowsSdks: Found Universal CRT version 10.0.19041.0 at C:\Program Files (x86)\Windows Kits\10
UEBuildTarget.AddPlugin: Enabling plugin 'TouchEngine' (referenced via command line)
UEBuildTarget.AddPlugin: Enabling plugin 'Paper2D' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AISupport' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'EnvironmentQueryEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LightPropagationVolume' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CameraShakePreviewer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AnimationSharing' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SignificanceManager' (referenced via default plugins -> AnimationSharing.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'CLionSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CodeLiteSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GitSourceControl' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'KDevelopSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'NullSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PerforceSourceControl' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PlasticSourceControl' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PluginUtils' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PropertyAccessNode' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PropertyAccessEditor' (referenced via default plugins -> PropertyAccessNode.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'RiderSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SubversionSourceControl' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'UObjectPlugin' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'VisualStudioCodeSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'VisualStudioSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'XCodeSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AssetManagerEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ContentBrowserAssetDataSource' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ContentBrowserClassDataSource' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CryptoKeys' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CurveEditorTools' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'DataValidation' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'FacialAnimation' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GameplayTagsEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GeometryMode' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MacGraphicsSwitching' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MaterialAnalyzer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MobileLauncherProfileWizard' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PluginBrowser' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SpeedTreeImporter' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'DatasmithContent' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'VariantManagerContent' (referenced via default plugins -> DatasmithContent.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'AlembicImporter' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GeometryCache' (referenced via default plugins -> AlembicImporter.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'AutomationUtils' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ScreenshotTools' (referenced via default plugins -> AutomationUtils.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'BackChannel' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ChaosClothEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ChaosCloth' (referenced via default plugins -> ChaosClothEditor.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'ChaosEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PlanarCut' (referenced via default plugins -> ChaosEditor.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'GeometryProcessing' (referenced via default plugins -> ChaosEditor.uplugin -> PlanarCut.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'EditableMesh' (referenced via default plugins -> ChaosEditor.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'GeometryCollectionPlugin' (referenced via default plugins -> ChaosEditor.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'ProceduralMeshComponent' (referenced via default plugins -> ChaosEditor.uplugin -> GeometryCollectionPlugin.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'ChaosSolverPlugin' (referenced via default plugins -> ChaosEditor.uplugin -> GeometryCollectionPlugin.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'ChaosNiagara' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'Niagara' (referenced via default plugins -> ChaosNiagara.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'CharacterAI' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MotoSynth' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PlatformCrypto' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ProxyLODPlugin' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SkeletalReduction' (referenced via default plugins)
UEBuildTarget.AddPlugin: Ignoring plugin 'LuminPlatformFeatures' (referenced via default plugins) due to unsupported target platform.
UEBuildTarget.AddPlugin: Ignoring plugin 'MagicLeapMedia' (referenced via default plugins) due to unsupported target platform.
UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeapPassableWorld' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeap' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MLSDK' (referenced via default plugins -> MagicLeap.uplugin)
LuminSDKVersionHelper.HasAnySDK: *** Unable to determine MLSDK location ***
UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeapLightEstimation' (referenced via default plugins -> MagicLeap.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'AndroidMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AvfMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ImgMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MediaCompositing' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MediaPlayerEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'WmfMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MeshPainting' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'TcpMessaging' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'UdpMessaging' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ActorSequence' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LevelSequenceEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MatineeToLevelSequence' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'TemplateSequence' (referenced via default plugins -> MatineeToLevelSequence.uplugin)
UEBuildTarget.AddPlugin: Ignoring plugin 'OnlineSubsystemGooglePlay' (referenced via default plugins) due to unsupported target platform.
UEBuildTarget.AddPlugin: Ignoring plugin 'OnlineSubsystemIOS' (referenced via default plugins) due to unsupported target platform.
UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystemNull' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystem' (referenced via default plugins -> OnlineSubsystemNull.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystemUtils' (referenced via default plugins -> OnlineSubsystemNull.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'LauncherChunkInstaller' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ActorLayerUtilities' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AndroidDeviceProfileSelector' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AndroidMoviePlayer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AndroidPermission' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AppleImageUtils' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AppleMoviePlayer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ArchVisCharacter' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AssetTags' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AudioCapture' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CableComponent' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ChunkDownloader' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CustomMeshComponent' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ExampleDeviceProfileSelector' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GoogleCloudMessaging' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GooglePAD' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'IOSDeviceProfileSelector' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LinuxDeviceProfileSelector' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LocationServicesBPLibrary' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MobilePatchingUtils' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'OculusVR' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PhysXVehicles' (referenced via default plugins)
UEBuildTarget.AddPlugin: Ignoring plugin 'PostSplashScreen' (referenced via default plugins) due to unsupported target platform.
UEBuildTarget.AddPlugin: Enabling plugin 'RuntimePhysXCooking' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SoundFields' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SteamVR' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'Synthesis' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AudioSynesthesia' (referenced via default plugins -> Synthesis.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'WebMMoviePlayer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'WebMMedia' (referenced via default plugins -> WebMMoviePlayer.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'WindowsMoviePlayer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'XGEController' (referenced via default plugins)
VCToolChain..ctor: Compiler: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\cl.exe
VCToolChain..ctor: Linker: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\link.exe
VCToolChain..ctor: Library Manager: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\lib.exe
VCToolChain..ctor: Resource Compiler: C:\Program Files (x86)\Windows Kits\10\bin\10.0.18362.0\x64\rc.exe
ExternalExecution.AreGeneratedCodeFilesOutOfDate: UnrealHeaderTool needs to run because no generated code directory was found for module TouchEngine
ExternalExecution.ExecuteHeaderToolIfNecessary: Parsing headers for UE4Game
ExternalExecution.ExecuteHeaderToolIfNecessary: Running UnrealHeaderTool "C:\Users\cerspense\Documents\Repos\TouchEngine-UE4-Samples_2\Plugins\TouchEngine-UE4\HostProject\HostProject.uproject" "C:\Users\cerspense\Documents\Repos\TouchEngine-UE4-Samples_2\Plugins\TouchEngine-UE4\HostProject\Intermediate\Build\Win64\UE4Game\Development\UE4Game.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\cerspense\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26\UHT-UE4Game-Win64-Development.txt" -installed
ExternalExecution.ExecuteHeaderToolIfNecessary: Reflection code generated for UE4Game in 5.293307 seconds
UEBuildTarget.GenerateManifest: Writing manifest to C:\Users\cerspense\Documents\Repos\TouchEngine-UE4-Samples_2\Plugins\TouchEngine-UE4\HostProject\Saved\Manifest-UE4Game-Win64-Development.xml
ActionGraph.IsActionOutdated: Module.TouchEngine.cpp: Produced item "Module.TouchEngine.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.TouchEngine.cpp: Produced item "Module.TouchEngine.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.TouchEngine.gen.cpp: Produced item "Module.TouchEngine.gen.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.TouchEngine.gen.cpp: Produced item "Module.TouchEngine.gen.cpp.txt" doesn't exist.
BuildMode.Build: Building UE4Game...
BuildMode.OutputToolchainInfo: Using Visual Studio 2017 14.16.27045 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
ParallelExecutor.ExecuteActions: Building 2 actions with 32 processes...
ParallelExecutor.ExecuteActions: [1/2] Module.TouchEngine.gen.cpp
ParallelExecutor.ExecuteActions: [2/2] Module.TouchEngine.cpp
ParallelExecutor.ExecuteActions: C:/Users/cerspense/Documents/Repos/TouchEngine-UE4-Samples_2/Plugins/TouchEngine-UE4/HostProject/Plugins/TouchEngine/Source/TouchEngine/Private/TouchBlueprintFunctionLibrary.cpp(240): error C2027: use of undefined type 'UTexture2D'
ParallelExecutor.ExecuteActions: C:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Engine\Classes\Engine/Level.h(30): note: see declaration of 'UTexture2D'
ParallelExecutor.ExecuteActions: C:/Users/cerspense/Documents/Repos/TouchEngine-UE4-Samples_2/Plugins/TouchEngine-UE4/HostProject/Plugins/TouchEngine/Source/TouchEngine/Private/TouchBlueprintFunctionLibrary.cpp(314): error C2027: use of undefined type 'UTexture2D'
ParallelExecutor.ExecuteActions: C:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Engine\Classes\Engine/Level.h(30): note: see declaration of 'UTexture2D'
ParallelExecutor.ExecuteActions: C:/Users/cerspense/Documents/Repos/TouchEngine-UE4-Samples_2/Plugins/TouchEngine-UE4/HostProject/Plugins/TouchEngine/Source/TouchEngine/Private/TouchBlueprintFunctionLibrary.cpp(865): error C2664: 'bool IsValid(const UObject *)': cannot convert argument 1 from 'UTexture *' to 'const UObject *'
ParallelExecutor.ExecuteActions: C:/Users/cerspense/Documents/Repos/TouchEngine-UE4-Samples_2/Plugins/TouchEngine-UE4/HostProject/Plugins/TouchEngine/Source/TouchEngine/Private/TouchBlueprintFunctionLibrary.cpp(865): note: Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
ParallelExecutor.ExecuteActions: C:/Users/cerspense/Documents/Repos/TouchEngine-UE4-Samples_2/Plugins/TouchEngine-UE4/HostProject/Plugins/TouchEngine/Source/TouchEngine/Private/TouchEngineDynamicVariableStruct.cpp(1328): error C2065: 'DropDownData': undeclared identifier
UnrealBuildTool.Main: CompilationResultException: Error: OtherCompilationError
UnrealBuildTool.Main: at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 230
UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.Build(TargetMakefile[] Makefiles, List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 483
UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 226
UnrealBuildTool.Main: at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 550
Timeline.Print: Timeline:
Timeline.Print:
Timeline.Print: [ 0.000]
Timeline.Print: [ 0.013](+0.002) FileMetadataPrefetch.QueueEngineDirectory()
Timeline.Print: [ 0.016](+0.107) XmlConfig.ReadConfigFiles()
Timeline.Print: [ 0.124](+0.000) SingleInstanceMutex.Acquire()
Timeline.Print: [ 0.124](+0.045) UEBuildPlatform.RegisterPlatforms()
Timeline.Print: 0.125 [ 0.000](+0.023) Initializing InstalledPlatformInfo
Timeline.Print: 0.148 [ 0.023](+0.000) Querying types
Timeline.Print: 0.149 [ 0.025](+0.000) MacPlatformFactory
Timeline.Print: 0.150 [ 0.026](+0.000) TVOSPlatformFactory
Timeline.Print: 0.150 [ 0.026](+0.012) AndroidPlatformFactory
Timeline.Print: 0.163 [ 0.038](+0.000) HoloLensPlatformFactory
Timeline.Print: 0.163 [ 0.038](+0.002) IOSPlatformFactory
Timeline.Print: 0.165 [ 0.041](+0.003) LinuxPlatformFactory
Timeline.Print: 0.168 [ 0.044](+0.000) LuminPlatformFactory
Timeline.Print: 0.168 [ 0.044](+0.000) WindowsPlatformFactory
Timeline.Print: [ 0.173](+0.008) TargetDescriptor.ParseCommandLine()
Timeline.Print: [ 0.186](+0.455) UEBuildTarget.Create()
Timeline.Print: 0.188 [ 0.002](+0.116) RulesCompiler.CreateTargetRulesAssembly()
Timeline.Print: 0.188 0.002 [ 0.000](+0.058) <unknown>
Timeline.Print: 0.247 0.061 [ 0.058](+0.017) Finding engine modules
Timeline.Print: 0.265 0.079 [ 0.076](+0.004) Finding plugin modules
Timeline.Print: 0.269 0.083 [ 0.080](+0.026) <unknown>
Timeline.Print: 0.296 0.109 [ 0.107](+0.001) Finding program modules
Timeline.Print: 0.297 0.111 [ 0.109](+0.001) Finding program targets
Timeline.Print: 0.305 [ 0.119](+0.081) RulesAssembly.CreateTargetRules()
Timeline.Print: 0.402 [ 0.216](+0.037) UEBuildTarget constructor
Timeline.Print: 0.405 0.219 [ 0.002](+0.034) Reading source file metadata cache
Timeline.Print: 0.440 [ 0.254](+0.201) UEBuildTarget.PreBuildSetup()
Timeline.Print: [ 0.643](+6.466) UEBuildTarget.Build()
Timeline.Print: 0.643 [ 0.000](+0.026) <unknown>
Timeline.Print: 0.670 [ 0.026](+0.251) ExternalExecution.SetupUObjectModules()
Timeline.Print: 0.922 [ 0.278](+0.024) <unknown>
Timeline.Print: 0.946 [ 0.303](+5.293) Executing UnrealHeaderTool
Timeline.Print: 6.240 [ 5.597](+0.001) ExternalExecution.ResetCachedHeaderInfo()
Timeline.Print: 6.242 [ 5.598](+0.001) ExternalExecution.UpdateDirectoryTimestamps()
Timeline.Print: 6.243 [ 5.599](+0.833) UEBuildBinary.Build()
Timeline.Print: 7.076 [ 6.433](+0.033) <unknown>
Timeline.Print: [ 7.115](+0.001) ActionGraph.CheckPathLengths
Timeline.Print: [ 7.122](+0.000) Reading action history
Timeline.Print: [ 7.122](+0.000) Reading dependency cache
Timeline.Print: [ 7.124](+0.000) Prefetching include dependencies
Timeline.Print: [ 7.124](+0.005) Cache outdated actions
Timeline.Print: [ 7.137](+20.761) ActionGraph.ExecuteActions()
Timeline.Print: [27.899](+0.022) <unknown>
Timeline.Print: [27.921](+0.000) FileMetadataPrefetch.Stop()
Timeline.Print: [27.923]
JetXS
July 9, 2021, 12:32pm
27
Hey @cerspense
Apologies but it would look like something specific to your setup.
I gave it a go again on my end and I had no issue compiling w/ VS2019. I do not have VS 2017 build tools installed on the test machine.
Comparing my logs to yours, I see a few differences. Main one being that the flag -2017 is not passed to the BuildMode.Execute.
But what is more curious is that you are compiling UE4Game here, not the UE4Editor which we want to be compiling. I think this issue could be due to some configurations in Visual Studio.
See VS screenshot below, you should have something similar when opening the solution.
If you want to run the project from VS, make sure that TouchEngineUE4Samp is set as your startup project in the Solution Explorer on the right.
When pulling from Git, you can also always open the .sln and right-click the solution → Rebuild solution, it will compile everything, including the TouchEngine-UE4 plugin.
Yeah its strange, I had the same thing happen on two computers. It pointed me to that log after attempting the BAT method (which threw an error at one point telling me to install VisualStudio 2017). For all previous versions of the plugin, I simply let Unreal rebuild them when prompted after launching the project.
Rebuilding from Visual Studio 2019 does seem to work though, so I will definitely use that method going forward.
1 Like
Duum32
August 14, 2021, 9:22pm
29
Hi.
I tried all the release version. Compiled from sources all the variants of the plugin and I can’t load tox. A similar situation with the project with examples. The process of downloading files and goes for a long time and after I get Warning: Failed to Parse Argument “ErrorMessage” AS A Number (using “0” As a Fallback). Please check your format string for errors: “Failed to Load tox File: {ErrorMessage}”. All Path is right, as the error is repeated and in the project with examples. The second problem is the inability to add the Touchengine component to the usual Actor.