Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

UAT build indtructions #146

Open
tayabalik opened this issue Apr 2, 2021 · 9 comments
Open

UAT build indtructions #146

tayabalik opened this issue Apr 2, 2021 · 9 comments

Comments

@tayabalik
Copy link

Please could someone help me with what information has to be put to the UAT script. What should be the target platform:[] and the path to the package. I'm new to the UAT script please help.

@mjforan
Copy link

mjforan commented Apr 7, 2021

Depends on what system you're building for. I'm developing on Windows 10 so my platform is Win64. Within my project folder I have a folder for plugin-source and the Plugins folder where the build results go. I build all my plugins at once from a batch file, so the line for ROSIntegration looks like:

call "C:\Program Files\Epic Games\UE_4.25\Engine\Build\BatchFiles\RunUAT.bat" BuildPlugin -TargetPlatform=Win64 -Plugin="C:/UP/qu/ps/ROSIntegration/ROSIntegration.uplugin" -Platform=Win64 -Package="C:/UP/qu/Plugins/ROSIntegration/" -Rocket

The two-letter folder names are there because I have another plugin with a really long name and the Unreal build system doesn't recognize that I have long paths enabled in Windows.

@mjforan
Copy link

mjforan commented Apr 8, 2021

You can also put the source code in the Plugins folder directly and use the editor to build

@LancerXE
Copy link

Depends on what system you're building for. I'm developing on Windows 10 so my platform is Win64. Within my project folder I have a folder for plugin-source and the Plugins folder where the build results go. I build all my plugins at once from a batch file, so the line for ROSIntegration looks like:

call "C:\Program Files\Epic Games\UE_4.25\Engine\Build\BatchFiles\RunUAT.bat" BuildPlugin -TargetPlatform=Win64 -Plugin="C:/UP/qu/ps/ROSIntegration/ROSIntegration.uplugin" -Platform=Win64 -Package="C:/UP/qu/Plugins/ROSIntegration/" -Rocket

The two-letter folder names are there because I have another plugin with a really long name and the Unreal build system doesn't recognize that I have long paths enabled in Windows.

Hi, I tried to build using this command on both UE 4.24 and UE 4.25, but I got the same error:

Remote compiling requires a server name. Use the editor (Project Settings > IOS) to set up your remote compilation settings

I don't know if there's a bug in this plugin.
Also in UE 4.20, I got this error when building the plugin:

ERROR: UBT ERROR: Failed to produce item: E:\Plugins\ROSIntegration-master\ROSIntegration-master\ROSIntegration\HostProject\Plugins\ROSIntegration\Binaries\Win64\UE4Editor-ROSIntegration.dll

May I ask which version of Unreal Engine you are using?

@mjforan
Copy link

mjforan commented Jun 25, 2022

Your first error can be solved by setting the target platforms in the plugin file (did you even try searching the error message?). I'm not sure about your other problem. I'm using 4.25. I now use visual studio to develop for the plugin so I don't have to mess with the command line.

@LancerXE
Copy link

Your first error can be solved by setting the target platforms in the plugin file (did you even try searching the error message?). I'm not sure about your other problem. I'm using 4.25. I now use visual studio to develop for the plugin so I don't have to mess with the command line.

Thanksfor your reply! I know the error occured because it tried to build for IOS. I did select the target platform as Win64 in command, that's why I didn't get why the error still comes out.

@mjforan
Copy link

mjforan commented Jun 25, 2022

I think you need to use the whitelist/blacklist mechanism in the .uplugin file as well (for some reason).

@tria97
Copy link

tria97 commented Feb 25, 2023

Hello.
This is probably a dumb question, and I realize that the error says:
"Use the editor (Project Settings > IOS) to set up your remote compilation settings"
But isnt the plugin getting built inside the plugins folder of the engine source? How is any specific project relevant?
Thanks in advance!

@mjforan
Copy link

mjforan commented Feb 25, 2023

But isnt the plugin getting built inside the plugins folder of the engine source? How is any specific project relevant?

It may be possible to build it along with the engine itself, but I think it is more common to build for a specific project. That was my workflow anyways.

@Sanic
Copy link
Contributor

Sanic commented Feb 25, 2023

Mine too. I've always used this plugin in an individual UE4 Project

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

5 participants