thomasfn / hl2ue4assetimporter Goto Github PK
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License: MIT License
Importing Half-Life 2 to Unreal Engine 4.
License: MIT License
Everytime I launch my project with the new plugins folder before it even starts loading it asks me to compile "HL2Runtime" and "HL2Editor" can you help with this? if not a name change is in order...
Currently the VTFLib source is included in the plugin's codebase. This needs to be removed and the library should be instead dynamicly linked against as a 3rd party lib, for licensing reasons.
I see this was migrated to UE5. Is the UE4 version available? I'm using 4.27 and would like to install and test this plugin. Thanks.
It doesn`t work.It says to rebuild the source or something like that.
Do i REALLY need to have 4.22?
Assertion failed: Addr < GetData() || Addr >= (GetData() + ArrayMax) [File:C:\Program Files\Epic Games\UE_5.0\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 1527] Attempting to use a container element (000007B4BDF74960) which already comes from the container being modified (000007B4BDF74608, ArrayMax: 581, ArrayNum: 428, SizeofElement: 2)!
UnrealEditor_HL2Editor!TArray<unsigned short,TSizedDefaultAllocator<32> >::AddUniqueImpl<unsigned short const &>() [C:\Program Files\Epic Games\UE_5.0\Engine\Source\Runtime\Core\Public\Containers\Array.h:2294]
UnrealEditor_HL2Editor!FBSPImporter::GatherBrushes() [C:\Users\Administrator\Documents\Unreal Projects\MyProject\Plugins\HL2UE4AssetImporter-master\Source\HL2Editor\Private\BSPImporter.cpp:590]
UnrealEditor_HL2Editor!FBSPImporter::GatherBrushes() [C:\Users\Administrator\Documents\Unreal Projects\MyProject\Plugins\HL2UE4AssetImporter-master\Source\HL2Editor\Private\BSPImporter.cpp:599]
UnrealEditor_HL2Editor!FBSPImporter::GatherBrushes() [C:\Users\Administrator\Documents\Unreal Projects\MyProject\Plugins\HL2UE4AssetImporter-master\Source\HL2Editor\Private\BSPImporter.cpp:599]
UnrealEditor_HL2Editor!FBSPImporter::GatherBrushes() [C:\Users\Administrator\Documents\Unreal Projects\MyProject\Plugins\HL2UE4AssetImporter-master\Source\HL2Editor\Private\BSPImporter.cpp:599]
UnrealEditor_HL2Editor!FBSPImporter::GatherBrushes() [C:\Users\Administrator\Documents\Unreal Projects\MyProject\Plugins\HL2UE4AssetImporter-master\Source\HL2Editor\Private\BSPImporter.cpp:599]
UnrealEditor_HL2Editor!FBSPImporter::RenderModelToActors() [C:\Users\Administrator\Documents\Unreal Projects\MyProject\Plugins\HL2UE4AssetImporter-master\Source\HL2Editor\Private\BSPImporter.cpp:276]
UnrealEditor_HL2Editor!FBSPImporter::ImportGeometryToWorld() [C:\Users\Administrator\Documents\Unreal Projects\MyProject\Plugins\HL2UE4AssetImporter-master\Source\HL2Editor\Private\BSPImporter.cpp:101]
UnrealEditor_HL2Editor!FBSPImporter::ImportToCurrentLevel() [C:\Users\Administrator\Documents\Unreal Projects\MyProject\Plugins\HL2UE4AssetImporter-master\Source\HL2Editor\Private\BSPImporter.cpp:68]
UnrealEditor_HL2Editor!HL2EditorImpl::ImportBSPClicked() [C:\Users\Administrator\Documents\Unreal Projects\MyProject\Plugins\HL2UE4AssetImporter-master\Source\HL2Editor\Private\HL2Editor.cpp:411]
UnrealEditor_HL2Editor!TBaseRawMethodDelegateInstance<0,HL2EditorImpl,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [C:\Program Files\Epic Games\UE_5.0\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:469]
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
user32
user32
UnrealEditor_ApplicationCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
i noticed the bsp parser your using is sorta outdated and found the same person whom created that bsp parser has upgraded theiur code significantly and i would love to help to intergrate the newest version but im unaware of how to do that
I created a blank c++ project with no starter content, cloned the repo to the plugins folder under HL2AssetImporter. It said to rebuild and I waited for a bit but then it said it couldn't build.
@progress push 5%
@progress pop
Building hl2maps2Editor...
Using Visual Studio 2019 14.28.29334 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.28.29333) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Building 5 actions with 8 processes...
@progress 'Compiling C++ source code...' 0%
@progress 'Compiling C++ source code...' 20%
[1/5] Module.HL2Editor.gen.cpp
C:\Users\webby\Desktop\hl2maps2\Plugins\HL2AssetImporter\HL2UE4AssetImporter\Source\HL2Editor\Private\studiomdl/studiomdl.h(1): error C4081: expected 'newline'; found ';'
C:\Users\webby\Desktop\hl2maps2\Plugins\HL2AssetImporter\HL2UE4AssetImporter\Source\HL2Editor\Private\studiomdl\utils.h(1): error C4081: expected 'newline'; found ';'
C:\Users\webby\Desktop\hl2maps2\Plugins\HL2AssetImporter\HL2UE4AssetImporter\Source\HL2Editor\Private\studiomdl/valvemeshstrip.h(1): error C4081: expected 'newline'; found ';'
C:\Users\webby\Desktop\hl2maps2\Plugins\HL2AssetImporter\HL2UE4AssetImporter\Source\HL2Editor\Private\studiomdl/valvevertexdata.h(1): error C4081: expected 'newline'; found ';'
C:\Users\webby\Desktop\hl2maps2\Plugins\HL2AssetImporter\HL2UE4AssetImporter\Source\HL2Editor\Private\studiomdl/physdata.h(1): error C4081: expected 'newline'; found ';'
Is there a way to fix this or is it just plain broken?
I'm totally willing to learn what I'm doing wrong, but I followed the installation steps exactly, and it fails to build the plugin. I'm using version 5.0.3.
Stacktrace:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff
UE4Editor_HL2Editor!UMDLFactory::ReadPHYSolid() [E:\Unreal Projects\SFMtoUE4\Plugins\HL2UE4AssetImporter\Source\HL2Editor\Private\MDLFactory.cpp:2270]
UE4Editor_HL2Editor!UMDLFactory::ImportPhysicsAsset() [E:\Unreal Projects\SFMtoUE4\Plugins\HL2UE4AssetImporter\Source\HL2Editor\Private\MDLFactory.cpp:1515]
UE4Editor_HL2Editor!UMDLFactory::ImportSkeletalMesh() [E:\Unreal Projects\SFMtoUE4\Plugins\HL2UE4AssetImporter\Source\HL2Editor\Private\MDLFactory.cpp:1395]
UE4Editor_HL2Editor!UMDLFactory::ImportStudioModel() [E:\Unreal Projects\SFMtoUE4\Plugins\HL2UE4AssetImporter\Source\HL2Editor\Private\MDLFactory.cpp:332]
UE4Editor_HL2Editor!UMDLFactory::FactoryCreateFile() [E:\Unreal Projects\SFMtoUE4\Plugins\HL2UE4AssetImporter\Source\HL2Editor\Private\MDLFactory.cpp:94]
UE4Editor_UnrealEd!UFactory::ImportObject() [E:\UnrealEngine\Engine\Source\Editor\UnrealEd\Private\Factories\Factory.cpp:201]
UE4Editor_AssetTools!UAssetToolsImpl::ImportAssetsInternal() [E:\UnrealEngine\Engine\Source\Developer\AssetTools\Private\AssetTools.cpp:2035]
UE4Editor_AssetTools!UAssetToolsImpl::ImportAssets() [E:\UnrealEngine\Engine\Source\Developer\AssetTools\Private\AssetTools.cpp:1260]
UE4Editor_HL2Editor!HL2EditorImpl::BulkImportModelsClicked() [E:\Unreal Projects\SFMtoUE4\Plugins\HL2UE4AssetImporter\Source\HL2Editor\Private\HL2Editor.cpp:228]
UE4Editor_HL2Editor!TBaseRawMethodDelegateInstance<0,HL2EditorImpl,void __cdecl(void)>::ExecuteIfSafe() [E:\UnrealEngine\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:546]
UE4Editor_Slate!FUICommandList::ExecuteAction() [E:\UnrealEngine\Engine\Source\Runtime\Slate\Private\Framework\Commands\UICommandList.cpp:102]
UE4Editor_Slate!SMenuEntryBlock::OnClicked() [E:\UnrealEngine\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1059]
UE4Editor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [E:\UnrealEngine\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1019]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,0,FReply __cdecl(void)>::Execute() [E:\UnrealEngine\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:298]
UE4Editor_Slate!SButton::ExecuteOnClick() [E:\UnrealEngine\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:385]
UE4Editor_Slate!SButton::OnMouseButtonUp() [E:\UnrealEngine\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:304]
UE4Editor_Slate!SMenuEntryButton::OnMouseButtonUp() [E:\UnrealEngine\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:386]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_cc5aea9e7377b04ce85c30c65ec3889b> >() [E:\UnrealEngine\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:372]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [E:\UnrealEngine\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4675]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [E:\UnrealEngine\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5198]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [E:\UnrealEngine\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5166]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [E:\UnrealEngine\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2133]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [E:\UnrealEngine\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2585]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [E:\UnrealEngine\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1809]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [E:\UnrealEngine\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:852]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [E:\UnrealEngine\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:130]
UE4Editor!FEngineLoop::Tick() [E:\UnrealEngine\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4762]
UE4Editor!GuardedMain() [E:\UnrealEngine\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
UE4Editor!GuardedMainWrapper() [E:\UnrealEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [E:\UnrealEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\A01\_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
This happens during importing alyx model.
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