Comments (4)
I built the plugin on UE 4.24.2 yesterday no changes required.
Which visual studio are you using?
from uesvon.
I just compiled this for 4.24.2 as well. No errors on my end.
from uesvon.
I built the plugin on UE 4.24.2 yesterday no changes required.
Which visual studio are you using?
I've never built/compiled a UE4 plugin/project using visual studio before. I always did it within the UE4 editor or allowed the UE4 editor to rebuild the plugin upon launching of the project when it asked if you wanted to or not. That generally worked for some other plugins I've used.
I use Visual Studio Code 1.41.1 on Linux Ubuntu 16
from uesvon.
Ah ok, I haven't tried the linux toolchain. I'll rename this issue to reflect the problem.
It should be fairly straightforward to fix, but I'll need to find the time to build a linux VM and get it setup.
from uesvon.
Related Issues (20)
- Is it possible to save the 3D mesh? HOT 2
- Feature request HOT 1
- [c++]ue4 crash when calling SVONMediator::GetLinkFromPosition
- Crash when doing "Simulate"
- nav data has not been generated HOT 1
- Does not compile for Linux Server Target. HOT 2
- Feature Requests
- Path finder failed to find start nav link. Is your pawn blocking the channel you've selected to generate the nav data with? HOT 1
- Make meaningful log
- Make a simple scenario HOT 1
- Is it sparse voxel octree? HOT 3
- No navigation volume known for navigation component HOT 1
- Error when pawn is spawned in the world
- Wrong identification of pawn HOT 3
- Navigation path sometimes goes through obstacle HOT 2
- Add node faces secondary pathing option
- Fix fallback behaviour when Gameplay Tasks are not enabled
- Ensure navigation component uses pawn position, not controller position by default HOT 1
- License HOT 2
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from uesvon.