Comments (13)
I have been attempting to compile a 5.4 version of the plugin for Windows using VS2022 and ran into issues with the UE 5.4 Preview 1 release. Other developers have also run into the same issues as reported below. The release is missing some of the UE5Rules and UE5ProgrammingRules libraries.
https://forums.unrealengine.com/t/ue-5-4-compile-error-catch2/1770453
My workaround it to download the latest code release for 5.4 from EpicGames/UnrealEngine github repository and building against it.
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I was able to get cesium-unreal-samples up and running with UE 5.4 Preview 1 on Windows.
You can build from this branch and follow the typical developer workflow to build cesium-native and the cesium-unreal plugin. In addition, I had to update my samples project build settings to at least V4, DefaultBuildSettings = BuildSettingsVersion.V4
Not ready for a pull request quite yet, but should get some users by until full support comes along.
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Also tested dropping the plugin directly into a fresh project (blueprints or C++). Seems to work just fine.
You can grab some of the built artifacts from here
from cesium-unreal.
Also tested dropping the plugin directly into a fresh project (blueprints or C++). Seems to work just fine.
You can grab some of the built artifacts from here
Hi csciguy8,
I download artifact of CesiumForUnreal-53-ue_5.4_support, and put it into [my UE5.4 directory]/Engine/Plugins/Marketplace, and then i run UE5.4 and i got an error, and UE5.4 exits. Can you give some advices on how to run cesium for unreal in UE5.4?
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Hey @wuwei416. Is your project a C++ project? If so, you have to build and run it from the .sln file. If not, you should convert it to C++ (you can do it with unreal 5.3 by just adding a C++ class).
Check here https://forums.unrealengine.com/t/how-can-i-convert-a-blueprint-project-to-c-project-in-ue5/526755
and here https://www.youtube.com/watch?v=8E0ZbBfNF2E
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Hey @wuwei416. Is your project a C++ project? If so, you have to build and run it from the .sln file. If not, you should convert it to C++ (you can do it with unreal 5.3 by just adding a C++ class). Check here https://forums.unrealengine.com/t/how-can-i-convert-a-blueprint-project-to-c-project-in-ue5/526755 and here https://www.youtube.com/watch?v=8E0ZbBfNF2E
Hi vacuitydev,
Thank you for the reply.
Now, I was able to get cesium-unreal-samples up and running with UE5.4 on Mac, but when i try to run the game in iOS or MacOS, i get crash, Can you give some advices on this error? Thanks!
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Hey @wuwei416. Is your project a C++ project? If so, you have to build and run it from the .sln file. If not, you should convert it to C++ (you can do it with unreal 5.3 by just adding a C++ class). Check here https://forums.unrealengine.com/t/how-can-i-convert-a-blueprint-project-to-c-project-in-ue5/526755 and here https://www.youtube.com/watch?v=8E0ZbBfNF2E
Hi vacuitydev,
the steps are:
1.I put built artifact into UE5.4/Engine/Plugins/Marketplace
2. create a blank UE5.4 project
3. enable cesium for unreal plugin in UE5.4
4. restart UE5.4, then I get this error
Besides, i am working on MacOS
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@wuwei416 you need to put the plugin in your project's Plugins
directory in this case, not in the Engine plugins directory. This is required because the plugin must be built for UE 5.4 (since it doesn't already include 5.4 binaries), and UE will not build a plugin in the Engine/Plugins directory.
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@wuwei416 you need to put the plugin in your project's
Plugins
directory in this case, not in the Engine plugins directory. This is required because the plugin must be built for UE 5.4 (since it doesn't already include 5.4 binaries), and UE will not build a plugin in the Engine/Plugins directory.
Hi Kring,
Thanks for your information.
I am a beginner in UE/cesium development, and I will tell you my operating steps. Can you help me check if they are correct?
1.download https://github.com/CesiumGS/cesium-unreal-samples from https://github.com/CesiumGS/cesium-unreal-samples, create dir Plugins in sample project root dir.
2.download cesium for unreal plugin package:CesiumForUnreal-53-ue_5.4_support
3.unzip CesiumForUnreal-53-ue_5.4_support and copy "CesiumForUnreal" to sample project Plugins directory
4.open CesiumForUnrealSamples.uproject by UnrealEditor5.4
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Hi @wuwei416, can we continue this thread on the forum? Either a new post or this related one.
(Btw, your steps look good to me. Also, if you're able to wait a bit, we are planning to release official 5.4 support soon)
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Hi @wuwei416, can we continue this thread on the forum? Either a new post or this related one.
(Btw, your steps look good to me. Also, if you're able to wait a bit, we are planning to release official 5.4 support soon)
Hi csciguy8,
This is good to me.
And can you please tell me the specific schedule, one month later,or two month later:)
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And can you please tell me the specific schedule, one month later,or two month later:)
@wuwei416 , how about now? :)
Support for UE 5.4 is now official...
https://github.com/CesiumGS/cesium-unreal/releases/tag/v2.5.0
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And can you please tell me the specific schedule, one month later,or two month later:)
@wuwei416 , how about now? :)
Support for UE 5.4 is now official... https://github.com/CesiumGS/cesium-unreal/releases/tag/v2.5.0
Hi csciguy8,
I am working on Unreal5.3.2 now, i am not sure when we will switch to Unreal5.4, anyway, thank you for the reply.
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Related Issues (20)
- Collision / tracing / picking not working in UE 5.4 HOT 1
- Plugin artifacts for UE 5.4 are huge (too many objects files) HOT 3
- Delete CesiumCreditSystemBP0 In a specific way will cause the editor crash!!
- Samples project's CesiumIonSaaS.uasset was saved with UE 5.2
- Issues with remote desktop / pixel streaming
- `DynamicPawn` can get stuck underground if flying with speed multiplier HOT 1
- Linker error when packaging when the Cesium and Pixel Streaming plugins are both enabled HOT 5
- FName Overflow, allocated 1024MB of string data. FName strings are never freed and should be created sparingly. Some system might be generating too many FNames, see call stack. HOT 3
- Can you add support for shp/kml/geojson [including vertex lines and surfaces]/tif images HOT 2
- CI failing for macOS / iOS builds HOT 1
- iOS version of libktx.a is missing from release distribution
- Occlusion culling is stuck on waiting for results? HOT 1
- Need packaging tests for non-Windows platforms HOT 2
- Unreal Marketplace version of Cesium for Unreal for UE 5.2 and 5.3 is missing Config/Engine.ini HOT 2
- VS 2022 build error with CesiumTextureUtility.spec.cpp HOT 5
- VisionOS build support HOT 8
- Allow Cartographic Polygon points to be specified as Longitude/Latitude/Height or ECEF instead of UE coordinates
- "Reached threaded request limit" warning in UE 5.4
- Why are there blue squares HOT 1
- Dynamic Activate and Deactivate of CesiumRasterOverlay layers can cause tiles fail to be properly removed during the rendering frame tick.
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