aledel / spout-ue4 Goto Github PK
View Code? Open in Web Editor NEWSpout Plugin for Unreal Engine
Spout Plugin for Unreal Engine
Hey there, I'd like to use your plugin at the company I work for, however we need to see a license to know if we can use it or not.
Do you have a license file, or license agreement for this plugin?
Running C:/Program Files (x86)/Epic Games/4.12/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="c:/Code/unreal/video 4.12/video.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
Messages while compiling c:\Code\unreal\video 4.12\Intermediate\Build\BuildRules\videoModuleRules.dll:
c:\Code\unreal\video 4.12\Plugins\Spout-UE4\Source\SpoutPlugin\SpoutPlugin.Build.cs(12,44) : error CS0619: 'UnrealBuildTool.RulesCompiler.GetModuleFilename(string)' is obsolete: 'GetModuleFilename is deprecated, use the ModuleDirectory property on any ModuleRules instead to get a path to your module.'
UnrealBuildTool Exception: ERROR: UnrealBuildTool encountered an error while compiling source files
I cloned f77157c to a project Plugins directory and tried to Generate Visual Studio Files from the .uproject file's right-click menu.
Hi,
I am having a bit of a problem making this work in 4.19. After trying to open a project it says that it cannot compile spout dll's and after trying to recompile it says I should try to compile from source manually.
After I try to generate project files it says:
Running E:/unrealEngine/UE_4.19/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="H:/projectSandbox/spout4UE4/cppFPSSpout/cppFPSSpout.uproject" -game -rocket -progress Discovering modules, targets and source code for project... While compiling H:\projectSandbox\spout4UE4\cppFPSSpout\Intermediate\Build\BuildRules\cppFPSSpoutModuleRules.dll: ERROR: h:\projectSandbox\spout4UE4\cppFPSSpout\Plugins\SpoutUE4\Source\SpoutPlugin\SpoutPlugin.Build.cs(20,9) : error CS1729: 'UnrealBuildTool.ModuleRules' does not contain a constructor that takes 0 arguments WARNING: h:\projectSandbox\spout4UE4\cppFPSSpout\Plugins\SpoutUE4\Source\SpoutPlugin\SpoutPlugin.Build.cs(92,13) : warning CS0618: 'UnrealBuildTool.ModuleRules.RuntimeDependencyList.Add(UnrealBuildTool.ModuleRules.RuntimeDependency)' is obsolete: 'Constructing a RuntimeDependency object is deprecated. Call RuntimeDependencies.Add() with the path to the file to stage.' ERROR: UnrealBuildTool Exception: Unable to compile source files.
Is there work underway to build the plugin for Unreal Engine 4.13? I love the plugin and I'm hoping that it'll receive an update to make use of the new render target and scene capture features. I'm happy to share my work or test but I'm not familiar enough to write the code or build it myself.
Hi AleDel,
thank you very much for the amazing plugin you created! It's very useful!
I tried it on a ray traced project with DirectX 12 but it's crashing all the time. Will this plugin support Dx12 in the future?
Hi, is there a way for me to send just the texture through Spout, rather than using a SceneScapture2D placed in the scene? Like making use of the Draw Material to Render Target Node?
Thanks.
Is this plugin compatible with Spout 2.005?
What version of spout is included in the repo?
Hi,
I build the example project but spout does not recieve anything, Is it possible to have a stand alone or it has to be in the editor ?
Edit : I'm in UE4.12.5 version
[Reminder] 2.24 is out and its a verry Usefull update.
Hi!
After installetion to folder project and active Plugin in the my project - receive this massage error:
missing or incompatible modules in SpoutPlugin plugin - would you like disable it? You will no longer be able to open any assets created it.
Expected SpoutBPFunctionLibrary.h to be first header included.
Expected SpoutModule.h to be first header included.
The command ""C:\Program Files\Epic Games\UE_4.24\Engine\Build\BatchFiles\Rebuild.bat" SteelHeartEditor Win64 Development -Project="Z:\UE4\FacialHeart\Projects\SteelHeart\SteelHeart.uproject" -WaitMutex -FromMsBuild" exited with code -1.
When I try to rebuild codes after the plugin pasted in my project folder, Error messages appear.
The errors suggests that, In SpoutModule.cpp and SpoutBPFunctionLibrary.cpp, the header of each class is required.
How can i fix this? Is it ok to manually include each header above its cpp script?
can you update the code for unreal 4.18 ?
thanks mate
Any chance to get a nifty Blueprints version like what Newtek has done for their NDI sender and receivers? Thanks <3
Sorry, This will be my second request here. And its because of my lack of knowledge in programming.
Is it possible to update the plugin for 4.19? I love using this to test my media and it works sooo well!!!
Thanks again,
Stephen
When I want to test it, the first time this work well but the second time I have a crash report... Even if I build a new map or anything else.
Any Ideas?
Although the spout.dll is placed in Plugins\Spout\ThirdParty\Spout\lib\amd64 when packaged (in Windows) it will not load from here and is seen as a missing dependency.
The only way to get it to load is to move the dll to the game root folder.
This blueprint...
...crashes Unreal when you run it a second time. I think something isn't being cleaned up properly.
All of these booleans...
...seem to be true even through the crash:
[2016.07.15-01.17.12:393][ 54]LogBlueprintUserMessages: [SpoutActor_125] Spout "unrealtv".Spout Info From: true,unrealtvtrue,Spout Receiver: true
[2016.07.15-01.17.12:430][ 55]LogBlueprintUserMessages: [SpoutActor_125] Spout "unrealtv".Spout Info From: true,unrealtvtrue,Spout Receiver: true
[2016.07.15-01.17.12:481][ 56]LogBlueprintUserMessages: [SpoutActor_125] Spout "unrealtv".Spout Info From: true,unrealtvtrue,Spout Receiver: true
[2016.07.15-01.17.12:525][ 57]LogBlueprintUserMessages: [SpoutActor_125] Spout "unrealtv".Spout Info From: true,unrealtvtrue,Spout Receiver: true
[2016.07.15-01.17.12:567][ 58]LogBlueprintUserMessages: [SpoutActor_125] Spout "unrealtv".Spout Info From: true,unrealtvtrue,Spout Receiver: true
[2016.07.15-01.17.12:607][ 59]LogBlueprintUserMessages: [SpoutActor_125] Spout "unrealtv".Spout Info From: true,unrealtvtrue,Spout Receiver: true
[2016.07.15-01.17.12:646][ 60]LogBlueprintUserMessages: [SpoutActor_125] Spout "unrealtv".Spout Info From: true,unrealtvtrue,Spout Receiver: true
[2016.07.15-01.17.12:688][ 61]LogBlueprintUserMessages: [SpoutActor_125] Spout "unrealtv".Spout Info From: true,unrealtvtrue,Spout Receiver: true
[2016.07.15-01.17.12:732][ 62]LogBlueprintUserMessages: [SpoutActor_125] Spout "unrealtv".Spout Info From: true,unrealtvtrue,Spout Receiver: true
[2016.07.15-01.17.12:774][ 63]LogBlueprintUserMessages: [SpoutActor_125] Spout "unrealtv".Spout Info From: true,unrealtvtrue,Spout Receiver: true
[2016.07.15-01.17.12:813][ 64]LogBlueprintUserMessages: [SpoutActor_125] Spout "unrealtv".Spout Info From: true,unrealtvtrue,Spout Receiver: true
[2016.07.15-01.17.12:855][ 65]LogBlueprintUserMessages: [SpoutActor_125] Spout "unrealtv".Spout Info From: true,unrealtvtrue,Spout Receiver: true
[2016.07.15-01.17.12:894][ 66]LogBlueprintUserMessages: Early EndPlayMap Detection: Level '/Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel' has LevelScriptBlueprint '/Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonExampleMap' with GeneratedClass '/Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap_C' with ClassGeneratedBy '/Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonExampleMap'
[2016.07.15-01.17.12:961][ 66]LogBlueprintUserMessages: Late EndPlayMap Detection: Level '/Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel' has LevelScriptBlueprint '/Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonExampleMap' with GeneratedClass '/Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap_C' with ClassGeneratedBy '/Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonExampleMap'
[2016.07.15-01.45.10:223][311]LogBlueprintUserMessages: Early PlayInEditor Detection: Level '/Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel' has LevelScriptBlueprint '/Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonExampleMap' with GeneratedClass '/Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap_C' with ClassGeneratedBy '/Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonExampleMap'
[2016.07.15-01.45.10:223][311]LogPlayLevel: PlayLevel: No blueprints needed recompiling
[2016.07.15-01.45.10:223][311]PIE: New page: PIE session: FirstPersonExampleMap (Jul 14, 2016, 10:45:10 AM)
[2016.07.15-01.45.10:223][311]LogPlayLevel: Creating play world package: /Game/FirstPersonBP/Maps/UEDPIE_0_FirstPersonExampleMap
[2016.07.15-01.45.10:252][311]LogPlayLevel: PIE: StaticDuplicateObject took: (0.028847s)
[2016.07.15-01.45.10:253][311]LogAIModule: Creating AISystem for world FirstPersonExampleMap
[2016.07.15-01.45.10:253][311]LogPlayLevel: PIE: World Init took: (0.000958s)
[2016.07.15-01.45.10:253][311]LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap to /Game/FirstPersonBP/Maps/UEDPIE_0_FirstPersonExampleMap.FirstPersonExampleMap (0.030262s)
[2016.07.15-01.45.10:279][311]LogInit: XAudio2 using 'Headphone (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
[2016.07.15-01.45.10:293][311]LogInit: FAudioDevice initialized.
[2016.07.15-01.45.10:344][311]LogWorld: Game class is 'FirstPersonGameMode_C'
[2016.07.15-01.45.10:350][311]LogWorld: Bringing World /Game/FirstPersonBP/Maps/UEDPIE_0_FirstPersonExampleMap.FirstPersonExampleMap up for play (max tick rate 60) at 2016.07.14-18.45.10
[2016.07.15-01.45.10:351][311]LogWorld: Bringing up level for play took: 0.006779
[2016.07.15-01.45.10:351][311]LogGameMode: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
[2016.07.15-01.45.10:352][311]PIE: Info Play in editor start time for /Game/FirstPersonBP/Maps/UEDPIE_0_FirstPersonExampleMap 0.045
[2016.07.15-01.45.10:352][311]LogBlueprintUserMessages: Late PlayInEditor Detection: Level '/Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel' has LevelScriptBlueprint '/Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonExampleMap' with GeneratedClass '/Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap_C' with ClassGeneratedBy '/Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonExampleMap'
[2016.07.15-01.45.10:354][311]LogBlueprintUserMessages: [SpoutActor_125] Spout "unrealtv".Spout Info From: true,unrealtvtrue,Spout Receiver: true
[2016.07.15-01.45.10:354][311]LogUObjectBase:Warning: Object is not registered
[2016.07.15-01.45.10:354][311]LogOutputDevice:Warning:
Script Stack:
SpoutActor_C.ExecuteUbergraph_SpoutActor
SpoutActor_C.ReceiveTick
[2016.07.15-01.45.10:354][311]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2016.07.15-01.45.10:734][311]LogCrashTracker:
[2016.07.15-01.45.10:734][311]LogCrashTracker:
[2016.07.15-01.45.10:735][311]LogWindows:Error: === Critical error: ===
Assertion failed: !ReturnPhysMaterial || ReturnPhysMaterial->IsValidLowLevel() [File:D:\Build\++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodyInstance.cpp] [Line: 3274]
[2016.07.15-01.45.10:769][311]LogExit: Executing StaticShutdownAfterError
[2016.07.15-01.45.10:773][311]LogWindows: FPlatformMisc::RequestExit(1)
[2016.07.15-01.45.10:773][311]Log file closed, 07/14/16 18:45:10
Windows 7, 64bit. UE 12.5
Could you please explain what the "CustomEvent_0" node in the spout sender blueprint does? as when I try to compile the spout sender blueprint I get the following errors. The Target is on the "Bind Event to ActiveSender" node but I've got no idea what this should be.
I'm also not really clear on how the state (checked/unchecked/undetermined) works if you could quickly outline that as well it would really help.
Thanks - James
Error This blueprint (self) is not compatible with ' Target ', therefore that pin must have a connection.
Error No delegate function '' CustomEvent_0
Error Event Dispatcher has no property Bind Event to ActiveSender
Error Failed to create property K2Node_CreateDelegate_OutputDelegate from Output Delegate due to a bad or unknown type (Delegate)
Error Event signature error: Signature not found. CustomEvent_0
Warning [0663.03] Compile of SpoutSender failed. 5 Fatal Issue(s) 0 Warning(s) [in 94 ms]
Plugin is not working in the latest version, it is asking to compile manually.
after built-in win64 successfully, but when I start the built app, the fatal error window popup below !what is the problem? testing in 4.23 and 4.24 got the same issue!
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
0x00007ff784d75f82 Spout423.exe!UnknownFunction []
0x00007ff784d793d8 Spout423.exe!UnknownFunction []
0x00007ff7859d7250 Spout423.exe!UnknownFunction []
0x00007ff7859d8eb4 Spout423.exe!UnknownFunction []
0x00007ff7859b4f42 Spout423.exe!UnknownFunction []
0x00007ff78598955a Spout423.exe!UnknownFunction []
0x00007ff7859b4b50 Spout423.exe!UnknownFunction []
0x00007ff7859b4f42 Spout423.exe!UnknownFunction []
0x00007ff7859b47c1 Spout423.exe!UnknownFunction []
0x00007ff7857bf5b9 Spout423.exe!UnknownFunction []
0x00007ff7859b42e6 Spout423.exe!UnknownFunction []
0x00007ff7876ad13b Spout423.exe!UnknownFunction []
0x00007ff788496003 Spout423.exe!UnknownFunction []
0x00007ff7876bb8ca Spout423.exe!UnknownFunction []
0x00007ff7876bbdbf Spout423.exe!UnknownFunction []
0x00007ff787693579 Spout423.exe!UnknownFunction []
0x00007ff78830427c Spout423.exe!UnknownFunction []
0x00007ff78830f958 Spout423.exe!UnknownFunction []
0x00007ff7852d2084 Spout423.exe!UnknownFunction []
0x00007ff7852d23e3 Spout423.exe!UnknownFunction []
0x00007ff7852e0cf2 Spout423.exe!UnknownFunction []
0x00007ff78832852d Spout423.exe!UnknownFunction []
0x00007ff78832d5c2 Spout423.exe!UnknownFunction []
0x00007ff787cb873f Spout423.exe!UnknownFunction []
0x00007ff787cc2f5e Spout423.exe!UnknownFunction []
0x00007ff787b4b2e2 Spout423.exe!UnknownFunction []
0x00007ff784d4c95d Spout423.exe!UnknownFunction []
0x00007ff784d5e8dc Spout423.exe!UnknownFunction []
0x00007ff784d5e99a Spout423.exe!UnknownFunction []
0x00007ff784d6f790 Spout423.exe!UnknownFunction []
0x00007ff789243c8a Spout423.exe!UnknownFunction []
0x00007fff79217bd4 KERNEL32.DLL!UnknownFunction []
0x00007fff7936ced1 ntdll.dll!UnknownFunction []
Hi - it seems that the node which refreshes the texture from the spout stream is doing quite a lot - is it creating a material instance every time?
I'm actually using it to just get a texture which i'm feeding into a material which i've previously made, so to do that I need to call 'Spout Receiver' followed by 'Spout Info From' to get the 'Sender Struct Texture Color' which I need to apply to my material using 'Set Texture Parameter Value' each frame.
Would it be easier to initially get the texture reference, apply it to the material, then just use some kind of 'Refresh Spout' node each tick. BLUI runs like this. The same would apply to the pre-made material - you shouldn't need to make a whole material for each frame, just update the referenced texture.
What do you think?
Thanks for the plugin!
Dan
Hello friend, I'm trying to integrate an additional part of the Spout together with the Unreal engine plugin ... it's Spout Controls
There are two .H & .cpp files ... SpoutControls
But unfortunately it does not compile because the functions need to be inside Spout.dll
I've tried adding and compiling in the original Spout VS2013 project but the engine break ... also does not work ..
Could you give me your Spout.dll project so I can integrate the SpoutControls functions ???
So I can export my properties from Unreal BluePrints to be used in Resolume ....
Thank you
when use TextureTarget.
Hello,
I installed Spout_2006_update-2.exe (20/01/2019) and tested with the demo sender and receiver and the UE plugin.
I was able to share DirectX 11 textures as described, and even CPU sharing worked fine (from/to UE and between the demo apps).
But as soon as I switch to SharedMemory no textures are received anymore.
As a test I installed the v2005 version and used both DirectX 11 and SharedMemory in the demo receiver/sender, and with this version it worked without a problem.
Later I tested the 2.007beta and SharedMemory worked, too. So only with 2.006 the problem exist.
Are you planning to update the UE plugin to 2.007 as soon as it is finished?
Thanks & best
Andreas
Hello,
I'm trying to use 2 spouts at the same time.
I use resolume to receive the spouts, I see both spouts available, but none is receiving video.
I'm using 2 sceneCaputure2D as input in Unreal.
With only one spout it works fine, but there is something I'm doing wrong when trying to use 2.
Do you have an example available in using multiple spouts as the screenshots in the readme?
Thanks!
Antonio.
I'm detecting sender and have tried version 4.19,4.20,4.21, and 4.22 While I can see the sender and resolution detail all I get is black screen. Using rtx 2080ti on windows 10 v1809 using send game view. Also tried send render target and had same issue
Hi,
Could you please include some instructions and maybe a .uasset with a blueprint showing how to create a spout sender
Cheers - James
Hello,
I'm struggling to get the plugin working. test on both 4.15 and 4.16 :(
Should I put the downloaded code in "Engine/Plugins" or "MyProject/Plugins"?
When I activate the plugin from the editor and restart, I get the first message to recompile
and when I confirm, I get this message
Any clue guys?
Thank you so much for your help!
With the Spout plugin installed, I can't run the built executable game at all. I tried building for Shipping and Development, though they both throw the same error. This is the error which happens when running the executable:
Spout is installed on my machine, I re-installed Spout and restart the entire system, though it's still throwing the same error.
UPDATE : It's worth noting that Spout seems to work as-expected in initial tests within the Editor, and I was able to get my UE4 screen output stream into the Spout receiver without an issue.
Hi - thanks for working on this great plugin.
I'm using it to stream in a texture through spout from a blackmagic card - it's a 1080p/50fps stream.
If I leave my app (or your app) running for a number of minutes the framerate steadily decreases from 120fps to 50fps and below - this happened earlier to me so I restarted the game and it actually crashed the editor telling me there wasn't enough video memory.
Is this a memory leak/garbage collection issue do you think?
I'm going to submit another issue also - I feel bad doing this! I'm not complaining!
Cheers
Dan
LogEditorTransaction: Undo 여기에서 스폰 플레이 시작
UATHelper: 패키징 (윈도우 (32비트)): Running AutomationTool...
UATHelper: 패키징 (윈도우 (32비트)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject="D:/Epic Games/Workspace/spoutspout/spoutspout.uproject" BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project="D:/Epic Games/Workspace/spoutspout/spoutspout.uproject" -cook -stage -archive -archivedirectory=C:/Users/CJH/Desktop -package -clientcon
fig=Development -ue4exe=UE4Editor-Cmd.exe -prereqs -nodebuginfo -targetplatform=Win32 -build -CrashReporter -utf8output
UATHelper: 패키징 (윈도우 (32비트)): Automation.Process: Setting up command environment.
UATHelper: 패키징 (윈도우 (32비트)): BuildCookRun.SetupParams: Setting up ProjectParams for D:\Epic Games\Workspace\spoutspout\spoutspout.uproject
UATHelper: 패키징 (윈도우 (32비트)): Project.Build: ********** BUILD COMMAND STARTED **********
UATHelper: 패키징 (윈도우 (32비트)): CommandUtils.Run: Run: D:\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe spoutspout Win32 Development -Project="D:\Epic Games\Workspace\spoutspout\spoutspout.uproject" "D:\Epic Games\Workspace\spoutspout\spoutspout.uproject" -remoteini="D:\Ep
UATHelper: 패키징 (윈도우 (32비트)): ic Games\Workspace\spoutspout" -noxge -generatemanifest -NoHotReload
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: Performing full C++ include scan (building a new target)
UATHelper: 패키징 (윈도우 (32비트)): CommandUtils.Run: Run: Took 0.8265008s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: 패키징 (윈도우 (32비트)): CommandUtils.Run: Run: D:\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe spoutspout Win32 Development -Project="D:\Epic Games\Workspace\spoutspout\spoutspout.uproject" "D:\Epic Games\Workspace\spoutspout\spoutspout.uproject" -remoteini="D:\Ep
UATHelper: 패키징 (윈도우 (32비트)): ic Games\Workspace\spoutspout" -noxge -NoHotReload -ignorejunk
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: Creating makefile for spoutspout (no existing makefile)
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: Performing full C++ include scan (no include cache file)
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: Parsing headers for spoutspout
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: Running UnrealHeaderTool "D:\Epic Games\Workspace\spoutspout\spoutspout.uproject" "D:\Epic Games\Workspace\spoutspout\Intermediate\Build\Win32\spoutspout\Development\spoutspout.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: Reflection code generated for spoutspout in 4.6404801 seconds
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: Performing 13 actions (4 in parallel)
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: PCH.UELinkerFixupsName.h.cpp
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: PCH.spoutspout.h.cpp
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: Module.SpoutPlugin.cpp
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: SpoutPlugin.generated.cpp
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: UELinkerFixups.cpp
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: spoutspout.cpp
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: spoutspoutCharacter.cpp
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: spoutspoutGameMode.cpp
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: spoutspoutHUD.cpp
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: spoutspoutProjectile.cpp
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: spoutspout.generated.cpp
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: D:\Epic Games\Workspace\spoutspout\Plugins\Spout-UE4\Source\SpoutPlugin\Private\SpoutBPFunctionLibrary.cpp(103): error C2039: 'MipGenSettings': is not a member of 'UTextureRenderTarget2D'
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: D:\Epic Games\Workspace\spoutspout\Plugins\Spout-UE4\Intermediate\Build\Win32\UE4\Inc\SpoutPlugin\SpoutBPFunctionLibrary.generated.h(11): note: see declaration of 'UTextureRenderTarget2D'
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: D:\Epic Games\Workspace\spoutspout\Plugins\Spout-UE4\Binaries\Win32\UE4-SpoutPlugin.lib
UATHelper: 패키징 (윈도우 (32비트)): UnrealBuildTool: Total build time: 35.18 seconds
UATHelper: 패키징 (윈도우 (32비트)): CommandUtils.Run: Run: Took 35.3240287s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: 패키징 (윈도우 (32비트)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): D:\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe spoutspout Win32 Development -Project="D:\Epic Games\Workspace\spoutspout\spoutspout.uproject" "D:\Epic Games\Workspace\spouts
pout\spoutspout.uproject" -remoteini="D:\Epic Games\Workspace\spoutspout" -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.12.16-16.11.02.txt'
UATHelper: 패키징 (윈도우 (32비트)): 위치: AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback) UATHelper: 패키징 (윈도우 (32비트)): 위치: AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary
2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: 패키징 (윈도우 (32비트)): 위치: AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars) UATHelper: 패키징 (윈도우 (32비트)): 위치: AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary
2 EnvVars)
UATHelper: 패키징 (윈도우 (32비트)): 위치: AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) UATHelper: 패키징 (윈도우 (32비트)): 위치: AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable
1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable
1 InChangelistNumberOverride, Dictionary2 InTa rgetToManifest) UATHelper: 패키징 (윈도우 (32비트)): 위치: Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) UATHelper: 패키징 (윈도우 (32비트)): 위치: BuildCookRun.DoBuildCookRun(ProjectParams Params) UATHelper: 패키징 (윈도우 (32비트)): 위치: AutomationTool.BuildCommand.Execute() UATHelper: 패키징 (윈도우 (32비트)): 위치: AutomationTool.Automation.Execute(List
1 CommandsToExecute, CaselessDictionary1 Commands) UATHelper: 패키징 (윈도우 (32비트)): 위치: AutomationTool.Automation.Process(String[] Arguments) UATHelper: 패키징 (윈도우 (32비트)): 위치: AutomationTool.Program.MainProc(Object Param) UATHelper: 패키징 (윈도우 (32비트)): 위치: AutomationTool.InternalUtils.RunSingleInstance(Func
2 Main, Object Param)
UATHelper: 패키징 (윈도우 (32비트)): 위치: AutomationTool.Program.Main()
UATHelper: 패키징 (윈도우 (32비트)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
UATHelper: 패키징 (윈도우 (32비트)): BUILD FAILED
PackagingResults:Error: 오류 Unknown Error
I have this error..
How can I solve this..
Can not packaging.
Help me please..
Quick question for you.
I manage to have the plugin working inside unreal 4.18 well. But when I pakage I got a error
Fatal error: [File:D:\Build++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Core\UObject\Private\Serialization\AsyncLoading.cpp] [Line: 6647] LoadPackageAsync failed to begin to load a package because the supplied package name was neither a valid long package name nor a filename of a map within a content folder: "
any idea what can cause that ?
thanks
Although Touchdesigner and Spout demo sample receiver work, I cannot receive Spout stream in Processing or libcinder spout block.
The issue might be related to the fact that spout stream seems to be missing format and DirectX information.
Check below:
This shows the properties of a spout stream sent by Touchdesigner (see the format information?)
This shows the properties of a spout stream sent by this plugin (see the missing format and directx info)
Did anyone find a solution to this?
I'm getting the following error while packaging projects in 4.11.2
UnrealBuildTool: C:\Users\igloo\Documents\Unreal Projects\TestBuild\Plugins\Spout-UE4\Source\SpoutPlugin\Private\SpoutBPFunctionLibrary.cpp(103): error C2039: 'MipGenSettings': is not a member of 'UTextureRenderTarget2D'
Commenting out line 103
textureTarget->MipGenSettings = TextureMipGenSettings::TMGS_NoMipmaps;
Fixes the issue, I don't think it causes other issues.
I'm talking about this line:
and andDoing this defeats the purpose of Spout in the first place. Is there any reason why not just copy resource like this:?
ID3D11Texture2D* t_dst = (ID3D11Texture2D*)SenderStruct->Texture2DResource->GetTexture2DRHI()->GetNativeResource();
g_pImmediateContext->CopyResource(t_dst, t_texTemp);
and then call it a day? I'm not sure if texTemp is even necessary anymore if we don't do staging and CPU access.
Hi, I want to share viewport in package game, because SceneCaptureComponent2D is too slow.
But it no work in standalone game, and I found it might be in this code crash
baseTexture = (ID3D11Texture2D*)GEngine->GameViewport->Viewport->GetRenderTargetTexture()->GetNativeResource();
But I do not know why. Do you intend to update this? or there are other suggested ways to achieve similar speed in package game?
Thanks for the plugin!
Just curious before I dive in
Howdy, Is possible to change the receiver material instance to be emissive / unlit inside blueprint?
... or does this need to happen on the c++ level?
thanks!
ps. great plugin.
I am attempting to access the texture from the material instance dynamic that is output from the Spout Receiver node.
Above is the applicable section of my blueprint. The Keyed Material variable is a Material Instance Dynamic that has a Masked Surface material as its parent. TouchDesigner is sending a texture through the Spout Out TOP with the name spout_key. I was able to find that the texture inside of the Spout Receiver material has the parameter name SpoutTexture and values that follow the pattern Texture2D_{N}. I thought I could simply use the GetTextureParameterValue node to pull the texture out of the Spout Receiver and pipe it into my own material instance. However, I always receive this error:
Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_SpoutReceiver_mat from function: 'ExecuteUbergraph_BP_CaptureActor' from node: GetTextureParameterValue in graph: EventGraph in object: BP_CaptureActor with description: Accessed None trying to read property CallFunc_SpoutReceiver_mat
Am I going about this the wrong way or is this functionality simply not present? I was expecting that I would be able to pull a texture directly out of the Spout Receiver node.
Any support is gratefully accepted.
Dear Aledel,
I've got a single spout working for ue4 to Touchdesigner.
But I want to have six senders to Touchdesigner, basically like the image you have.
I can't get more than one going, can you shine any light on setting more than one sender?
I would be most appricative I have a deadline looming and this would save the day.
Using Ue4.18.3 and the latest master of Spout-UE4.
In the example it seems the nodes are out of date, and the newer ones behave differently?
Cheers
Mike.
Its working fine in the editor, but when i package i get a missing DLL error, like multiple issues here. If i place the dll in the app/binaries/windows i get a different error message saying the app could not be started.
I also tried to package without Use Pak file and the issue persist.
Thanks a lot for the tool, i would really need it to be able to work once packaged.
Hi, Im Trying why GameViewPort and my Receive is OK!!!!!
More for my is necessary in application utility various receivers and when a try sending why TextureRender2D im my application is Black Screen...
How you create in UE4 you TextureRender2D???
Thanks!!!!
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