Comments (4)
Hi, @mikeroberts3000:
Sorry for this inconvenience. I did not include a compiled version of the plugin for Mac yet.
To solve this, there are two solutions.
- You can create a C++ unreal project, when you open that project. The unrealcv will be compiled. If it is just a blueprint project, no compilation will be done.
- I can provide you a compiled version for mac. I can send you with email tonight. I did not have my mac with me right now.
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@qiuwch Do you mean a compiled version of the UnrealCV plugin? Interestingly, the content downloaded by running curl -L http://unrealcv.github.io/install.sh | sh
(as specified in the tutorial) doesn't contain any binaries. But then after you try to open the project in Unreal, a Binaries
folder gets created with Win64
and Linux
subfolders, but no Mac64
folder. Is this what you mean? Is there a special flag you need to set somewhere to make Unreal compile the right binaries for Mac?
Of the solutions you suggested, I think solution 2 is better for the UnrealCV project. Because then there is one recommended way to do everything, only one tutorial to write, etc.
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That is a bit strange. The downloaded zip file should already contain Binaries/Win64
, Binaries/Linux
without needing to run Unreal. I just tried this.
I totally agree with you. The missing binary for mac is something I need to do. There are also many unfinished parts of the website I need to spend time with. Currently, the building process is: I need to build the plugin in three different machines with different OS, then merge the compiled files together to create a zip file.
I spent about a week to setting up the Jenkins CI on three machines trying to automate this for the future releases. Let's see whether it works well.
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@qiuwch Ah, my mistake, yes the zip file does already contain the Binaries folder. Without needing to run Unreal. So that is my problem. If there is anything I can do to help maintain the mac part of the build, please do lmk :)
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