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Hi! Maybe I am doing something wrong, but it seems that adding a binary-only plugin to a C++ project breaks the compilation. If I add the plugin contents to my project plugins directory and try to recompile the project, the compilation fails with the following error:
Could not find definition for module 'SketchfabGLTF', (referenced via default plugins -> Sketchfab.uplugin)
As a workaround, I have created stub build files in ProjectFolder/Plugins/Sketchfab/Source with the following contents:
using UnrealBuildTool;publicclassSketchfabAssetBrowser:ModuleRules{publicSketchfabAssetBrowser(ReadOnlyTargetRulesTarget):base(Target){bUsePrecompiled=true;}}
Hi! Maybe I am doing something wrong, but it seems that adding a binary-only plugin to a C++ project breaks the compilation. If I add the plugin contents to my project plugins directory and try to recompile the project, the compilation fails with the following error:
Could not find definition for module 'SketchfabGLTF', (referenced via default plugins -> Sketchfab.uplugin)
As a workaround, I have created stub build files in
ProjectFolder/Plugins/Sketchfab/Source
with the following contents:ProjectFolder/Plugins/Sketchfab/Source/SketchfabAssetBrowser.Build.cs
:ProjectFolder/Plugins/Sketchfab/Source/ZipUtility.Build.cs
:ProjectFolder/Plugins/Sketchfab/Source/SketchfabGLTF.Build.cs
:Should these files be included with the plugin or did I miss something during the plugin installation process?
I am using UE4.26.2 on Windows 10.
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