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One or more blueprints has an unresolved compiler error (Spout Receiver Spout Sender) #26

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cesar3dartist opened this issue Apr 4, 2017 · 6 comments

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@cesar3dartist
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I copied all folders from Spout-UE4-master into my project (Binaries, Content, Resources, Source, Thirdparty). I then generated the Visual Studio files to Build the C++ Unreal Engine project. I opened the project in Unreal Engine and loaded the "Spout" map. I get this error. What am I doing wrong?
error

@cesar3dartist
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Can someone perhaps help me understand what "Put code in folder Plugins" entails? I already tried by copying the Source folder, and in another instance I tried with the Thirdparty folder. Both ways don't allow the project to compile. So I might be doing something completely wrong here on how to place the files to correctly compile them
spout_readme

@AleDel
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AleDel commented Apr 4, 2017

hi @cesar3dartist , hmmm you need create a folder called Plugins in your project

├── YourProjectName/
│   ├──Binaries
│   ├──Build
│   ├──Config
│   ├──Content
│   ....
│   ├──Package
│   ├──Plugins   <----------
│   │   ├── SpoutUE4
│   │   │   ├── Binaries
│   │   │   ├── Config
│   │   │   ├── Content
│   │   │   ├── Resources
│   │   │   ├── Source
│   │   │   ├── ThirdParty
│   │   │   ├── SpoutPlugin.uplugin
│   ├── Saved
│   ├── Source
│   ├── YourProjectName.snl
│   ├── YourProjectName.uproject

@cesar3dartist
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Even with that, the example opens all broken up. It might be Unreal Engine 4.15 problem. If you want, I can send a zip with the whole project working now correctly in 4.15

@AleDel
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AleDel commented Apr 4, 2017

ok, np, upload the zip, I will take a look.

@zealtv
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zealtv commented Apr 26, 2017

I can replicate this issue in UE4.15 - about to test against an older version.

@cesar3dartist Could you share how you managed to make the project work in 4.15?

@zealtv
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zealtv commented Apr 26, 2017

Seems I spoke too soon! I managed to get this working happily in 4.15. From the editor, select window -> plugins, scroll down and select spout and then tick enable. The editor prompts you to restart and rebuilds the plugin against the newer version of UE.

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