Jan Kaniewski

Results 486 comments of Jan Kaniewski

I believe it's related to: https://github.com/getnamo/NodeJs-Unreal/issues/46 This hints at the change in new node releases that deprecate programmatic API for NPM. The plugin will need to retool to use the...

Looks like we'll need to update to NPM commandline api. This will be trickier to ensure it gives the required feedback on operation success/details, but likely doable. Not something I...

Might need to see some logs to see what it spits out when it starts. Make sure your scripts are placed as expected in https://github.com/getnamo/NodeJs-Unreal#packaging

We ideally need a way to disable the incompatible code paths for linux/android so the plugin can be used in a project that supports both android (quest) and win (valve...

The problem largely comes from the fact that just including the plugin breaks packaging for non-supported plugins. Enable/Disable dance on a project is a path of developer pain. What I'm...

You raise some very good points, there may be some ways to mitigate some of the issues on the dev side, but we'd need some best practice hints. There are...

`Microsoft platform targets must be compiled with Visual Studio 2022 17.4 (MSVC 14.34.x) or later for the installed engine. Please update Visual Studio 2022 and ensure no configuration is forcing...

I'm not entirely sure where the network replication fails, but for some reason the network barrier I tried putting in 4.12 doesn't work. Ideally this should all happen in C++...

Hmm appears Texture is a nullptr or something of the sort at https://github.com/getnamo/BLUI/blob/master/Source/Blu/Private/BluEye.cpp#L153 stage. Where/when is the blueye being initialized in your context?

It may be enough to replace 153 with: ```c++ if (bValidTexture && Texture && Texture->IsValidLowLevelFast()) ```