Max Garena

Hi, my project works on PC with spine2d. But when a try start it on Android -error mudule. Android ver 10. Device - RealMe XT.
https://i.imgur.com/WO56RDg.png
Thx.
PS/before i adding the spine component, everything worked on android.
https://i.imgur.com/j9UDTkX.png
PS2/another addition. If you remove the spine component but leave the spine plugin, the problem remains. The error is on the spine plugin. Regardless of the component in the game.
Max Garena
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Mario

It appears that your UE4 project build has an error and doesn't include the SpinePlugin when compiling. Could you show us the build log?
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Mario

Mario
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Max Garena

Mario さんが書きました:It appears that your UE4 project build has an error and doesn't include the SpinePlugin when compiling. Could you show us the build log?
Thanks for the answer. Log inside

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I'm not sure what kind of log is needed. I'll put everything down.
添付ファイルを見るにはパーミッションが必要です
Max Garena
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Mario

The build log in log.txt says this:
LogPluginManager: Mounting plugin SpinePlugin
LogXGEController: Cleaning working directory: C:/Users/maxvg/AppData/Local/Temp/UnrealXGEWorkingDir/
LogInit: Warning: Incompatible or missing module: SpinePlugin
LogInit: Warning: Incompatible or missing module: SpineEditorPlugin
This indicates that your build configuration is wrong. I'm afraid without further info how you added the spine-ue4 plugin to your build, there's not much I can do. You can also try compiling the spine-ue4 example project from the spine-runtimes repository for Android to ensure your build environment is setup correctly. I also see an issue regarding IncrediBuild and licensing, which might explain the module compilation/inclusion error.
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Mario

Mario
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Max Garena

Mario さんが書きました:The build log in log.txt says this:
LogPluginManager: Mounting plugin SpinePlugin
LogXGEController: Cleaning working directory: C:/Users/maxvg/AppData/Local/Temp/UnrealXGEWorkingDir/
LogInit: Warning: Incompatible or missing module: SpinePlugin
LogInit: Warning: Incompatible or missing module: SpineEditorPlugin
This indicates that your build configuration is wrong. I'm afraid without further info how you added the spine-ue4 plugin to your build, there's not much I can do. You can also try compiling the spine-ue4 example project from the spine-runtimes repository for Android to ensure your build environment is setup correctly. I also see an issue regarding IncrediBuild and licensing, which might explain the module compilation/inclusion error.
Thanks for the help. I'm just a user and I just need to figure out what I can do to solve the problem. 1. What does adding a plug-in mean? Does it need to be added on purpose? 2. What is the licensing problem? Licensing of what? Thank you again for your help.
Max Garena
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Mario

Regarding the licensing problem, as I said in my last post, it appears your project is using a tool called IncrediBuild (https://www.incredibuild.com/). This tool is invoked during the build of your project, and from what I could read in your log file, there's an issue with the license. I'm afraid we aren't familiar with IncrediBuild so we can't help with that.

Similarly, since I don't know your project configuration, I'm unable to help regarding fixing it up so the Spine plugin is properly compiled. Could you please try compiling our sample project and see if that gives you an error? You can find it here: https://github.com/EsotericSoftware/spine-runtimes/tree/3.8/spine-ue4
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Mario

Mario
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Max Garena

Mario さんが書きました:Regarding the licensing problem, as I said in my last post, it appears your project is using a tool called IncrediBuild (https://www.incredibuild.com/). This tool is invoked during the build of your project, and from what I could read in your log file, there's an issue with the license. I'm afraid we aren't familiar with IncrediBuild so we can't help with that.

Similarly, since I don't know your project configuration, I'm unable to help regarding fixing it up so the Spine plugin is properly compiled. Could you please try compiling our sample project and see if that gives you an error? You can find it here: https://github.com/EsotericSoftware/spine-runtimes/tree/3.8/spine-ue4
Ur project works. I dont understand where i must find "error" build. What might be preventing the plugin from being included in the assembly (build)...
What's so tricky about your project that it includes a plugin? my, empty project with a plugin does not include the plugin in the assembly? Is there any special checkbox for including it in the assembly?
Max Garena
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Mario

There's nothing tricky about spine-ue4, but as is usual with functionality that extends UE4, it is delivered as a plugin.

The only thing I can think of that may make your project not compile is an error in your Build.cs. Please make sure you have followed all the steps under the "Installation" section found here: spine-ue4 Runtime Documentation: Installation
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Mario

Mario
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Max Garena

Mario さんが書きました:There's nothing tricky about spine-ue4, but as is usual with functionality that extends UE4, it is delivered as a plugin.

The only thing I can think of that may make your project not compile is an error in your Build.cs. Please make sure you have followed all the steps under the "Installation" section found here: spine-ue4 Runtime Documentation: Installation
so the fact of the matter is that the plugin works! In UE, everything moves and animates. The UE does not include the plugin in the build. Even in an empty project, it doesn't include it. In your case, includes! Your project differs from an empty project not only by the plugin BUT and the settings too. If there was a mistake in the installation, it would not work in the UE. But it works in UE. Thx......

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Mario さんが書きました:There's nothing tricky about spine-ue4, but as is usual with functionality that extends UE4, it is delivered as a plugin.

The only thing I can think of that may make your project not compile is an error in your Build.cs. Please make sure you have followed all the steps under the "Installation" section found here: spine-ue4 Runtime Documentation: Installation
Hello again! so. After two days of experimenting .... Your project has a SOURCE folder. It is not in an empty project. There is not a word about it in the documentation. Without it, the project does not include the plugin in the assembly! If you just copy it into a new project (in the project where SPINE is installed according to the documentation !!), then the project is going to android. Without this folder-no. What's wrong with that?
https://i.imgur.com/jzyVVMx.png
Max Garena
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Mario

UE4 projects that use the spine-ue4 plugin must be C++ projects. I can only assume that if you create a Blueprint only project, it does not setup the needed build configuration to also include C++ sources. I'm afraid that's not something we can fix on our end, but has to be fixed on the UE4 end.
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Mario

Mario
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Max Garena

Mario さんが書きました:UE4 projects that use the spine-ue4 plugin must be C++ projects. I can only assume that if you create a Blueprint only project, it does not setup the needed build configuration to also include C++ sources. I'm afraid that's not something we can fix on our end, but has to be fixed on the UE4 end.
thanks, the situation has cleared up
Max Garena
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