Unreal.js icon indicating copy to clipboard operation
Unreal.js copied to clipboard

Can not be install neither source or marketplace on MacOs

Open jmgomez opened this issue 4 years ago • 8 comments

I tried to install it against Unreal 4.25.0 4.24.3 and 4.23.latest for both Epic Store and from source. I was able to execute ./install-v8-libs but then I can't open the UnrealProject. However when I try to open the project I got a Missing Modules messages with the project modules (v8, umg..) If I try to rebuild it, I got another error.

Any hints? Im evaluating this project to see if I will be making a switch from Unity to Unreal. Since Cpp or Blueprints aren't a productive option from my point of view.

Thanks

jmgomez avatar May 12 '20 21:05 jmgomez

I tried it in 4.21 and it works just fine

jmgomez avatar May 13 '20 07:05 jmgomez

https://github.com/ncsoft/Unreal.js/issues/266

thejustinwalsh avatar May 13 '20 12:05 thejustinwalsh

https://github.com/ncsoft/Unreal.js-core/issues/53#issuecomment-596613570

thejustinwalsh avatar May 13 '20 12:05 thejustinwalsh

I can confirm I have the same problems on 4.24 everything lower I do have Unreal.Js working and it's really awesome! It's just that I wan't to try out Megascans in the project but they don't seem to work with each other

oginId:a6bd0c1a0a4ded7cde5b269e31985c8e EpicAccountId:7b6eca5022b7467781c74d790d05d027

Caught signal

UJavascriptComponent::BeginDestroy() Address = 0x3a6b29c2e (filename not found) [in UE4Editor-V8.dylib] UObject::ConditionalBeginDestroy() Address = 0x10ec22dc7 (filename not found) [in UE4Editor-CoreUObject.dylib] StaticExit() Address = 0x10ec3662e (filename not found) [in UE4Editor-CoreUObject.dylib] TBaseStaticDelegateInstance<void ()>::ExecuteIfSafe() const Address = 0x10eb7b947 (filename not found) [in UE4Editor-CoreUObject.dylib] TBaseMulticastDelegate::Broadcast() const Address = 0x10db1be5f (filename not found) [in UE4Editor] FEngineLoop::AppPreExit() Address = 0x10db230e0 (filename not found) [in UE4Editor] FEngineLoop::Exit() Address = 0x10db1b4db (filename not found) [in UE4Editor] GuardedMain(wchar_t const*) Address = 0x10db1bb6a (filename not found) [in UE4Editor] -[UE4AppDelegate runGameThread:] Address = 0x10db25c8e (filename not found) [in UE4Editor] -[FCocoaGameThread main] Address = 0x10dd89801 (filename not found) [in UE4Editor-Core.dylib] Unknown() Address = 0x7fff30129882 (filename not found) [in Foundation] _pthread_start Address = 0x7fff67bea109 (filename not found) [in libsystem_pthread.dylib] thread_start Address = 0x7fff67be5b8b (filename not found) [in libsystem_pthread.dylib]

Master244 avatar May 16 '20 18:05 Master244

the Marketplace install is not working for me on 4.24.3 nothing happens clicking on install to engine other plugins install fine

Master244 avatar May 16 '20 18:05 Master244

Thank you for taking the time reply Justin. Im also pleased to see that now there is a specific build 4.25. However, the configuration file changed that you suggested didn't do the trick. I changed all of the followings:

/System/Volumes/Data/Users/jmgomez/.config/Unreal\ Engine/UnrealBuildTool/BuildConfiguration.xml /System/Volumes/Data/Users/jmgomez/Library/Application\ Support/Epic/UnrealEngine/4.25/Saved/UnrealBuildTool/BuildConfiguration.xml /System/Volumes/Data/Users/jmgomez/Library/Application\ Support/Epic/UnrealBuildTool/BuildConfiguration.xml /System/Volumes/Data/Users/Shared/Epic\ Games/UE_4.25/Engine/Saved/UnrealBuildTool/BuildConfiguration.xml /Users/jmgomez/.config/Unreal\ Engine/UnrealBuildTool/BuildConfiguration.xml /Users/jmgomez/Library/Application\ Support/Epic/UnrealEngine/4.25/Saved/UnrealBuildTool/BuildConfiguration.xml /Users/jmgomez/Library/Application\ Support/Epic/UnrealBuildTool/BuildConfiguration.xml /Users/Shared/Epic\ Games/UE_4.25/Engine/Saved/UnrealBuildTool/BuildConfiguration.xml

I also looked for those properties in the CSharp project that I assume is used for building the Editor, which from my understanding read the config, and hardcoded those values where possible. Still the project does not compile.

Anything else that I could do?

Thank you, Juan

jmgomez avatar May 16 '20 20:05 jmgomez

If you are getting past the compile step but failing to load modules, I am at a loss. As after I compile and enable the plugin I was good. Haven't tried in the last few weeks though and I am on Linux so very similar but slightly different.

thejustinwalsh avatar May 18 '20 17:05 thejustinwalsh

Ok. Thank you Justin. Will let it on hold and once I learn a little bit more about the engine itself with try to get back to it. One quick question, do you know if someone got UnrealJS working in the Switch?

jmgomez avatar May 21 '20 11:05 jmgomez