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Unreal SDK to use the IBM Watson services. (UNDER CONSTRUCTION)
Tried compiling the C++ actor on OS X UE 4.17 and got the following error:
Running Mono...
Setting up Mono
/Users/Shared/Epic Games/UE_4.17/Engine /Users/Shared/Epic Games/UE_4.17/Engine/Binaries/Mac
Compiling game modules for hot reload
Parsing headers for VoiceTestCPPEditor
Running UnrealHeaderTool "/Users/seanbarclay/Documents/Unreal Projects/VoiceTestCPP/VoiceTestCPP.uproject" "/Users/seanbarclay/Documents/Unreal Projects/VoiceTestCPP/Intermediate/Build/Mac/VoiceTestCPPEditor/Development/VoiceTestCPPEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
/Users/seanbarclay/Documents/Unreal Projects/VoiceTestCPP/Source/VoiceTestCPP/MyActor.h(23) : Error: Unrecognized type 'USpeaker' - type must be a UCLASS, USTRUCT or UENUM
Error: UnrealHeaderTool failed for target 'VoiceTestCPPEditor' (platform: Mac, module info: /Users/seanbarclay/Documents/Unreal Projects/VoiceTestCPP/Intermediate/Build/Mac/VoiceTestCPPEditor/Development/VoiceTestCPPEditor.uhtmanifest, exit code: OtherCompilationError (5)).
I had followed the directions in the Read Me, but unfortunately I can't get any of the sample code to compile for a launcher version of 4.18.3 (have not tried this with a source build of the engine).
Before compiling the project I'm left with the MyPawn sources files having a lot of undefined functions even though they are clearly there and at least to the best of my knowledge is setup correctly. On top of that it seems that Visual Studio doesn't think the AMyPawn class is valid.
After attempting to compile the project I get what you see in the provided output log which is apparently I'm missing a UCLASS name on line one of the MyPawn.h file, though that is taken care of on line ten it looks like. Compiling the project with the plugin but WITHOUT the MyPawn source file changes always ends in a successful compile so I don't think the plugin is causing any of this.
Output Log:
VS_FailedOutputLog.txt
I'm not really sure how to solve this issue sadly :/
Hi Devs!
I was introduced to this repo by someone from Epic but it's not clear whether this is meant to be a 'public' and supported plugin or not, and if so, when? If I try it now would I be a beta user?
Thanks in advance for your answer!
Mike
To test the IBM Watson plugin I had created a new blank project in 4.18.3 (launcher version, not source) and added a C++ pawn called MyPawn to the project. After exiting out of the editor I added the Watson plugin to the project and opened the project's Visual Studio solution file with VS 2017. I compiled the project successfully with zero warnings as well and the output log in VS shows the plugin was compiled as well. I had read through the plugin's 'Read Me' first before doing anything in UE4 so before editing the Pawn source files as the 'Read Me' instructs I wanted to added the microphone input mapping. At around 73% project load UE4 crashes and I haven't been able to get past the crashing at all.
Project's Crash Report:
CrashReport.zip
Visual Studio output log showing a successful compile:
VS_OutputLog.txt
It may be helpful to rephrase the Step 6 of Setup to something like:
Step 6:
Change :
PrivateDependencyModuleNames.AddRange(new string[] {});
to
PrivateDependencyModuleNames.AddRange(new string[] {
"WatsonSdk",
"Voice"
});
Add Instructions for steps after Step 3
Add instructions for what to do with Sample Pawn Files and how they are generated. 4.18 doesn't appear to generate MyPawn.h files
Add instructions on how to locate and add Service Credentials
Add instructions to change the UCLASS name to ones project name
Clarify whether whether "your project's .Build.cs" is the SDK's build.cs or the .build.cs generated by the project
The Build just crashes if you keypress for the microphone and the microphone doesn't pick up any voice. That results the build to crash.
Hi, I Revised this plugin to Build 4.21.2 and Build is OK
More When I Save the BluePrint File Engine Break as Error of Save AssetData...
I saw here an old post with the same error ... Could you tell me if it was fixed or where I make the correction so I can put it in this new version?
Errors are occurring during save
Can’t save ../../../../../../rachit-mbp/Documents/Unreal Projects/MyProjectTest/Content/StarterContent/Maps/Minimal_Default.umap: Graph is linked to external private object Unknown
The asset ‘/Game/StarterContent/Maps/Minimal_Default’ (Minimal_Default.umap) failed to save.
Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.
I tried to build this for 4.21.2.
Initially there is one error, USoundWave->SampleRate is now protected so after rewriting that line using USoundWave->SetSampleRate() instead the build completes without errors...
...until I start up unreal and it immedeatly crashes.
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