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UE4 PublicIncludePaths
Hi I’m trying to install spine in UE 4.27.
Everything is clear except the last point number 9:
( 9. Add SpinePlugin/Public and SpinePlugin/Classes to PublicIncludePaths in your project's Build.cs file. View the samples Build.cs for a full example.
https://github.com/EsotericSoftware/spine-runtimes/blob/4.0/spine-ue4/Source/SpineUE4/SpineUE4.Build.cs#L9 )
I don’t see any mention of SpinePlugin/Public, SpinePlugin/Classes, or PublicIncludePaths in the samples build.cs file.
Do you have an example of how to add it?
Sorry, I’m a blueprint only guy, anything C++ I have to follow examples blindly and I have to rely on exact description of what to do. Thanks for your help!
My apologies, the public include paths are no longer needed. You should be fine with the configuration as shown in the SpineUE4.Build.cs file. I'll update the docs accordingly.
OK, noted.
Thanks!
Mario escribióMy apologies, the public include paths are no longer needed. You should be fine with the configuration as shown in the SpineUE4.Build.cs file. I'll update the docs accordingly.
six months have passed) the official manual has not been corrected! Guys, why don't you make an installer for the plugin? Why does the user have to dig into all these files to change something there - copy, etc.? In the installer, we specify the path to the project - that's it! One button!
Sorry, back when I answered, I edited the CMS but it seems saving failed. I've fixed that now.
As for an "installer", I'm not quite sur3 what you are refering to. We can't publish our plugin on the Epic asset store as they don't allow our license. As with other plugins, you thus have to either copy the files to your project (which is the better option) or to the engine installation. I don't see a way around that. If you know of one, please link to the respective documentation describing the process. I'm coming up empty in the UE docs.
Mario escribióSorry, back when I answered, I edited the CMS but it seems saving failed. I've fixed that now.
As for an "installer", I'm not quite sur3 what you are refering to. We can't publish our plugin on the Epic asset store as they don't allow our license. As with other plugins, you thus have to either copy the files to your project (which is the better option) or to the engine installation. I don't see a way around that. If you know of one, please link to the respective documentation describing the process. I'm coming up empty in the UE docs.
ok-thx! see u