How do I install plug-ins in the Unreal Editor for Aximmetry?

HI, I was installing a plugin from github for Unreal Editor for Aximmetry, and I made it work with the unreal 5.1 raw engine. But it won't work in Unreal Editor 5.1 for Aximmetry. It doesn't compile or even open.

This is a third party plug-in for Microsoft's AzurekinectDK sensor. I want to use the depth sensing and motion capture of this sensor to aid filmmaking.

Below is a picture of how I successfully used point Cloud and body tracking in unreal 5.1

I checked the tutorial at https://aximmetry.com/learn/tutorials/for-aximmetry-de-users-unreal-engine-5/ue5-how-to-install-third-party-code-p lugins-for-unreal-editor-for-aximmetry/

I followed the tutorial to reinstall the plug-in, but it still showed that it needed to be recompiled and did not work properly


Open project copy directly (failed)

Delete the build file and rebuild (failure without a build at all)

Attempt to migrate version via C++ project (failed)

https://1drv.ms/u/s!AviQf2U1QlUZjy0N5mJcmUNHhmzb?e=h8hOpw

https://1drv.ms/u/s!AviQf2U1QlUZjy5I9loSN50OVtYC?e=SdHJ7p

   TwoDoge8910

Comments

TwentyStudios
  -  

Make sure there is no version of the plugin left in the Aximmetry Unreal plugin folder, place your compiled for 5.1 plug-in in the Marketplace folder in your regular Unreal installation and run the plugin installer from the Aximmetry menu in their Unreal editor. 

Check the output log. What does it say? 

TwoDoge8910
  -  

EditorErrors: New page: Aximmetry Plugin Installer

LogAximmetry: Display: Installing plugins...

LogAximmetry: Display: Installing AzureKinect...

LogAximmetry: Display: UnrealBuildTool: Log file: D:\EpicGames\UE_5.1\Engine\Programs\UnrealBuildTool\Log.txt

LogAximmetry: Display: UnrealBuildTool: Unable to instantiate module 'AzureKinect': System.ArgumentNullException: Value cannot be null. (Parameter 'path1')

LogAximmetry: Display: UnrealBuildTool:    at System.IO.Path.Combine(String path1, String path2, String path3)

LogAximmetry: Display: UnrealBuildTool:    at AzureKinect..ctor(ReadOnlyTargetRules Target) in D:\EpicGames\UE_5.1\Engine\Plugins\Marketplace\AzureKinectForUE-master\Source\AzureKinect\AzureKinect.Build.cs:line 17

LogAximmetry: Display: UnrealBuildTool: (referenced via command line -> AzureKinect.uplugin)

LogAximmetry: Error: Could not build AzureKinect. This plugin will not be installed. (UnrealBuildTool exited with 6.)

LogAximmetry: Display: Plugin installation complete. Some plugins could not be installed.

EditorErrors: New page: Aximmetry Plugin Installer

TwentyStudios
  -  
Sorry, can’t figure out what doing wrong from the log. Are other marketplace plug-ins building successfully? 
TwoDoge8910
  -  

This plugin can only be used within the project folder. The Engine plugin folder will not start or open the project.

TwoDoge8910
  -  

I tried migrating to 5.1 and working with ObjectDeliverer (currently only 5.0), but it still didn't work with the Unreal Editor for Aximmetry.

The plug-in of Azurekinect is very important to me. I would like to ask you to test the project I uploaded. There may be a solution

TwentyStudios
  -  

Just to clarify, I don’t work for Aximmetry, just trying to help out.

So, you’re saying that even in standard Unreal 5.1 it won’t work if the plugin is installed in the engine plugin folder? I think you need to get that working first, before trying to install it in Aximmetry. 

TwoDoge8910
  -  

Thank you very much for your kindness

I used ObjectDeliverer, a 5.0 plugin (it is a free plugin on the market) for testing.

I successfully migrated the plugin to unreal 5.1 and it worked.

But when I put it in the Unreal Editor for Aximmetry it won't work and it won't open the project.

I have followed the tutorial to install the Aximmetry plugin (but it still cannot be used).

TwentyStudios
  -  

Maybe you’ve missed a step? You shouldn’t manually copy anything to the Aximmetry plugins folder. The plug-in installer will automatically compile plug-ins in the standard UE5 marketplace folder and copy it to its own folder. The plug-in needs to be for 5.1.