TouchEngine Plugin for Unreal Engine - Beta Release

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.

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]

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

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.

Hello @Duum32

Thanks for the feedback.

Regarding your issues, you mean that the plugin and project is all compiling as expected, but you are just unable to load the .tox files?

I just tried myself on a fresh install and I had no issue compiling and starting the 0.92 version of the plugin.

In Unreal Engine, go to Edit - > Plugins, at the bottom of the left side column, Find the “Project” folder, do you see “TouchEngine-UE4” listed?

The second problem is the inability to add the Touchengine component to the usual Actor.

What is the workflow you are looking for exactly ? Care to elaborate / share screenshots ? We could consider the improvements and eventually add those in.

If I right-click the Content Browser and add a default Actor BP

Are you talking about the top-left button “Add component”? See the screenshot below.

You can click “New C++ Component…” and toggle the “Show all classes” at the top right, and then type “touch” for the base TouchEngine component class to show up.

Let me know if that helps,

Thanks,
Michel

Hi @JetXS , I have the exactly the same problem with @Duum32 .

Atteched some pics FYI, thanks for this great job!




Hey @contra - thanks for the feedback!

I can tell from the screenshots that the plugin was compiled and loaded correctly.

Now, the .tox files seem not to load… you were shooting at the On/Off cubes and nothing happened after 10-15 seconds?

Can you:

  1. Confirm what is your latest installed TouchDesigner version on the system ?
  2. If you have multiple installations of TouchDesigner, drop a shortcut next to the .tox files of the Unreal Engine project that point to the latest TouchDesigner stable install folder.

Thanks,
Michel

Hi @JetXS , thanks for your reply.
“you were shooting at the On/Off cubes and nothing happened after 10-15 seconds?”
Yes, always “loading”.

TD version: 2021.14360
Only one installation of TD and I tried to drop a shortcut in TDToxFiles folder.

There is nothing in Content Browser Content\TDToxFiles, I’m not sure if it is normal?
When I dragged a .tox file into Content\TDToxFiles, it said failed import and unkown extension tox:

Hey @contra

Yes, this is normal - .tox files are not imported to the content browser at the moment and the paths are specified on TouchEngine Components within blueprints.

When you click on a blueprint in the world editor or world outliner and select the attached TouchEngine Component, what happens when you hit “Reload Tox”?

Hi @JetXS ,

Sometimes always loading like the pic atteched,
and sometimes show “Failed to load TOX file”.

Hey guys,

Just found this plugin and it seems very powerful. I was trying to send a ton of data through OSC and that was a horrible time. This seems like it’ll be much better.

Anyway, I don’t know where to ask for support since this is such a niche plugin, but I hope someone can help!

  1. I cloned the repo to my machine, and fetched the most current branch
    Screenshot_1
  2. I installed the TouchEngine-UE4 folder in the Plugins folder of my Unreal project
  3. I properly installed the plugin through the plugin menu, and after a restart, the plugin’s “enable” box is checked.
    Screenshot_2
  4. I get a folder called TouchEngine C++ Classes in my content browser in Unreal
    Screenshot_3
  5. I’m unable to access the component within a blueprint, but I can make a TouchEngineActor which comes with a pre-existing TouchEngine Component.
    Screenshot_8

Screenshot_4

Screenshot_5

  1. When i try to open a TOX it crashes
    Screenshot_6
    Screenshot_7

I actually tried what you said above, @JetXS and created a new C++ component. When I try to build I get this error:

edit:

I actually figured out I can build a BP class from the C++ class, but when i try to load a tox, I get this error

Hey @contra

I notified our developers about the issue you are encountering and they are looking into it.

Thanks for your patience.

Best,
Michel

Issue: TouchEngine-UE4 #89

Hey @LucidMatter

Thanks for the feedback.

Can you please confirm:

  • The TouchDesigner build number that you last installed on the system
  • Do you have multiple builds of TouchDesigner installed side by side ?
  • What version of Unreal Engine are you using ?
  • Is TouchDesigner installed in a non-traditional location? i.e. not in C:\Program Files\Derivative

Also, you could possibly give a go to our Sample project, do you encounter the same issue?

Thank you for your time,

Best,
Michel

Good afternoon. On the first issue. Yes, I have a plugin and activated in the engine. Version 0.9.2. I installed both source and release version. When loading any TOX, problems arise as @Contra. Infinite loading or load error.

I use Windows 7
TouchDesigner.2021.14360. Installed by default. There is one version.
UnrealEngine 4.26.2 Installed on the disk D:
Tox files in ProjectFolder/Content/

On the second question I understood. I think you need to add this explanation in README. I was looking for a component in ordinary components (In the older version of the plug-in, this component was present there. ). Thanks.

Hey @Duum32

Note that we don’t support Windows 7 officially anymore.

Regarding the loading issue, we are currently investigating. Thank you for your patience.

I also logged an issue for a developer to look into the missing components from this menu.

Thanks,
Michel