Jan Kaniewski
Jan Kaniewski
Merged thanks for the fix, saw this strictness requirement in 5.4 and confirmed your implementation worked. Will revisit if smart ptr wrapper is possible later.
That's a linker error, make sure you also delete your old dlls inside of the plugin binaries folder
look in your `/Binaries/Win64` folder too not just the thirdparty one. Delete `ggml.dll`, `ggml-base.dll`, `ggml-cpu.dll`, `ggml-vulkan.dll`, and `llama.dll` then re-build, it will copy your new ones over.
potential fix pushed in 2.8.3, pull and test: https://github.com/getnamo/SocketIOClient-Unreal/commit/37212d28ea0e865e1cb82528839d98a42944a1cf
Do you disable auto-connect on component to ensure it connects with params instead at your bp call time?
Are you constructing/setting up the socket.io component in a widget context?
Pull latest, add thirdparty dependencies, include plugin in a project, hit compile.
download this release: https://github.com/getnamo/Llama-Unreal/releases/download/v0.9.9/Llama-Unreal-UE5.5-v0.9.9-Vulkan.7z, copy this folder inside it to your project plugin: https://github.com/getnamo/Llama-Unreal/tree/main/ThirdParty, make sure your project is c++ and not blueprint only, hit compile in visual studio to...
When I was testing the models, they were exceeding the 4GB limit (https://developer.android.com/guide/app-bundle), so for my test cases I did push the models via adb. You can also create a...
Atm the current release doesn't include android build so if you'd want to package for it you'd need to follow the llama.cpp build instructions here: https://github.com/getnamo/Llama-Unreal?tab=readme-ov-file#android-build include the matching .so...