-
Notifications
You must be signed in to change notification settings - Fork 21
Plugin Missing or incompatible #3
Comments
This article will help you recompile the plugin. https://github.com/ufna/VaRest/wiki/Plugin-Installation---compile-from-source Follow the instruction but obviously use the Seurat plugin instead. I was able to recompile the plugin for Unreal 4.18.3. The Unreal plugin won't work with 4.21 or above as Unreal deprecated FHighResScreenshotConfig.SaveImage() function - which the plugin relies upon. https://docs.unrealengine.com/en-US/API/Runtime/Engine/FHighResScreenshotConfig/index.html |
Thanks for yout answer.
and then, I get
|
It does work :)
If that doesn't work, post your logs (ProjectFolder/Saved/Logs). |
Hey, are Step 2 and step 5 not the same? |
When doing so, there is so prompt to recompile the plugin. Seurat Plugin is in: C:\Program Files\Epic Games\UE_4.18\Engine\Plugins\Seurat and in C:\Projects\Unreal Engine\SeuratTest\Plugins\Seurat Are my folders correct? e.g. I have following paths to the Seurat.Build.cs I only adjusted the Seurat.Build in my Project folder (adding Update: Is it normal that I have "Seurat" two times in a folder name: |
Your folders are correct and yes the folder structure is correct. You could try removing Seurat from C:\Program Files\Epic Games\UE_4.18\Engine\Plugins and try again. Nothing in your log indicates why or if the compile failed. I think you need to provide *_2.log. Here's the compiled Seurat plugin I created for 4.18.3. Hopefully it will work for you. Copy it to your engine folder. http://www.mediafire.com/file/ecknwh0z8l6ke1f/Seurat.zip/file |
@DaRockJaeger Did that work for you? |
Hello vmattc, |
I managed to update the plugin code to work with Unreal 4.22 too. However, I'm experiencing the same "cracks" and texture artefacts that everyone is (in capturing and importing in both Unity and Unreal). Looks fine in Butterfly, but seems that there's some fundamental issue with Seurat when using it with Unreal and Unity. @davejrichardson & @manfred-ernst any news on Seurat development or possible help solving the crack issues? |
We've managed to get the capture and rendering working in UE4 without cracks - the main issue for us has been the documentation doesn't match the requirements for UE4. For us at least the issues were that the -skybox_radius needs to be set to 20000 for seurat to correctly build the mesh from a UE4 capture (or it effectively builds a high-res broken cube mesh with projected textures), and that the UE4 plugin docs state to make a translucent material whereas the default settings are for pre-multiplied alpha, which causes texture artifacts, as would be expected. So either setting -premultiply_alpha=false in the seurat command line params or setting the UE4 material blend mode to be AlphaComposite (pre-multiplied) gave us a reasonable UE4 pipeline without any major cracking issues. It still doesn't look that great though it must be said. |
@publicdomaincorp Thanks for the reply, yep I just figured out the premultiply_alpha setting too. I have it working in Unity fine now as well as UE4 v 4.22. No cracks now which is great. |
He vmattc, can you please please upload the plugin for 4.22? It would be great if am able to use the newest unreal engine with Seurat :D |
I can't get this plugin detected in Unreal 4.22 - if you could please ZIP up your version of the plugin, it would be REALLY appreciated! Thanks! |
Any news about UE 4.22 and Seurat? |
I'll be sharing something in the next week or so. |
Was about to tackle porting it to 4.22. But read this thread here. Would love if you could share your work! |
Ok, sorry for the delay... here are the details! https://octo.vmware.com/immersive-training-environments-virtual-reality-using-google-seurat-part-1/ |
Amazing stuff! |
Hello,
I want to test Seurat.
I am using Unreal Engine 4.16.3. The plugin was develop against a 4.16 version.
I did the following steps:
Then I get following error:
When clicking yes, following error occurs:
I also get the error when copying the plugin into Unreal Engine\Engine-Folder instead of project folder.
What can I do? How can I use the plugin?
Best regards
Update: ----------------------------
I already tried following tutorial to get everything working:
https://medium.com/@slonorib/how-to-use-seurat-with-unreal-engine-4-2a52fb9e52cf
I also added the following line to the "Seurat.Build.cs":
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
But I still get the error that plugin is not compatible :(
Update 2; -------------------------------------
I also tested a blank Blueprint and a blank C++ Project. For the C++ Project, Windows SDK 8.1 must be installed. But it still does not work. When enabling the plugin, following error is shown:
If I click yes, following is shown:
I really want to test that aweasome plugin in Unreal Engine :(
The text was updated successfully, but these errors were encountered: