Hi, I want to use this plugin https://github.com/rdeioris/glTFRuntime in Unreal-Aximetry project. This plugin allows to load meshes at runtime. The plugin is working fine in standard Unreal 4.27. c++ project. I have Aximetry DE 4.27. I copied the plugin to marketplace folder and installed it in Unreal-Aximetry. When I create new project and enable the plugin. Unreal-Aximetry asks me to restart. After restart I get a massage:
The following modules are missing or build with a different engine version:
glTFRuntime
gltfRuntimeEditor
Engine modules cannot be compiled at runtime. Please build through your IDE.
Hi Stefan,
We managed to install the plugin and enable it by building the plugin from the sources like it is described here:
If you want to build from sources, just start with a C++ project, and clone the master branch into the Plugins/ directory of your project, regenerate the solution files and rebuild the project. https://github.com/rdeioris/gltfruntime-docs#quickstart
It is enough if you just download the Source code (zip) from here: https://github.com/rdeioris/glTFRuntime/releases
And then copy it to a new C++ project's Plugin directory (you need to create that directory). And then: Open a project folder and right click on .uproject file. In dropdown menu choose Generate Visual Studio project files. After done, click on .sln and start VS. In VS in a Solution Explorer, right click on folder of your project and choose Rebuild.
After this, you can copy the plugin from the Plugin folder of the C++ project to Epic Unreal's Marketplace folder. And then open Unreal for Aximmetry and run plugin install.
Otherwise, buying the plugin on the marketplace should also work.
Warmest regards,