[Urgent] [UE4] Vive team: Fix your plugin code! (Unable to launch on the DK)

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OlivierJT
Builder

[Urgent] [UE4] Vive team: Fix your plugin code! (Unable to launch on the DK)

Hello Team Vive!

Everything was fine on the previous versin of the SDK.

I upgraded and I have these code error that happen when "launch on device"

They are from your code: Some name miss use/miss match.

(I don't do code, so I am not brave enough to try to fix it)

 

Please fix this asap, I can demo my content!

 

FYI:

Using 4.18.3

Mint project using your "wave UE4 sdk"  (WaveSDK-UnrealPlugin-beta2.zip)

At first I couldn't generate the .sln file on the project itself (left clic "generate VS studio file): File not showing/making, no errors pop up.

I imported the "WaveVR plugin" directly into my engine. (so no from the project)

Building in VS failed for one file. (Check last code paste in this post)

But .sln file was generated in the project folder because of that.

Building in VS the project is no error, all success.

 

I am stuck.

 

Thank you!

LogPlayLevel:   In file included from D:/UnrealEngine4/Project/WaveSDK-UnrealPlugin-beta2/Plugins/WaveVR/Intermediate/Build/Android/plugin/Development/WaveVR/Module.WaveVR.cpp:8:
LogPlayLevel:   D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2\Plugins\WaveVR\Source\WaveVR\Private\WaveVRBlueprintFunctionLibrary.cpp(155,12) :  error: use of undeclared identifier 'WVR_GetDeviceBatteryPercentage'; did you mean 'getDeviceBatteryPercentage'?
LogPlayLevel:                   result = WVR_GetDeviceBatteryPercentage(device);
LogPlayLevel:                            ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
LogPlayLevel:                            getDeviceBatteryPercentage
LogPlayLevel:   D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2\Plugins\WaveVR\Source\WaveVR\Private\WaveVRBlueprintFunctionLibrary.cpp(139,40) :  note: 'getDeviceBatteryPercentage' declared here
LogPlayLevel:   float UWaveVRBlueprintFunctionLibrary::getDeviceBatteryPercentage(EWVR_DeviceType type) {
LogPlayLevel:                                          ^
LogPlayLevel:   D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2\Plugins\WaveVR\Source\WaveVR\Private\WaveVRBlueprintFunctionLibrary.cpp(155,43) :  error: cannot initialize a parameter of type 'EWVR_DeviceType' with an lvalue of type 'WVR_DeviceType'
LogPlayLevel:                   result = WVR_GetDeviceBatteryPercentage(device);
LogPlayLevel:                                                           ^~~~~~
LogPlayLevel:   D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2\Plugins\WaveVR\Source\WaveVR\Private\WaveVRBlueprintFunctionLibrary.cpp(139,83) :  note: passing argument to parameter 'type' here
LogPlayLevel:   float UWaveVRBlueprintFunctionLibrary::getDeviceBatteryPercentage(EWVR_DeviceType type) {
LogPlayLevel:                                                                                     ^

End of building log:

LogPlayLevel:   ERROR: UBT ERROR: Failed to produce item: D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2\Plugins\WaveVR\Binaries\Android\plugin-WaveVR-armv7-es2.a
LogPlayLevel:   Total build time: 474.59 seconds (Local executor: 0.00 seconds)
LogPlayLevel: Took 474.7922095s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: ERROR: Command failed (Result:5): D:\UnrealEngine4\UnrealEngine-4.18.3_SP\Engine\Binaries\DotNET\UnrealBuildTool.exe plugin Android Development -Project=D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2\plugin.uproject  D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2\plugin.uproject -NoUBTMakefiles  -remoteini="D:\UnrealEngine4\Project\Wa
veSDK-UnrealPlugin-beta2" -skipdeploy -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018.06.19-23.07.18.txt'
LogPlayLevel:        (see D:\UnrealEngine4\UnrealEngine-4.18.3_SP\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
LogPlayLevel: AutomationTool exiting with ExitCode=5 (5)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 478.030090
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Unknown Error

 

VS engine build full build code:

22>Parsing headers for UE4Editor
22>  Running UnrealHeaderTool UE4Editor "D:\UnrealEngine4\UnrealEngine-4.18.3_SP\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors
22>D:/UnrealEngine4/UnrealEngine-4.18.3_SP/Engine/Plugins/WaveVR/Source/WaveVRInput/Classes/WaveVRPawnMotionController.h(33) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
22>EXEC : error : UnrealHeaderTool failed for target 'UE4Editor' (platform: Win64, module info: D:\UnrealEngine4\UnrealEngine-4.18.3_SP\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.uhtmanifest, exit code: OtherCompilationError (5)).
22>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(41,5): error MSB3075: The command "..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
22>Done building project "UE4.vcxproj" -- FAILED.
23>Creating makefile for UnrealCEFSubProcess (no existing makefile)
23>Target is up to date
23>Deploying UnrealCEFSubProcess Win64 Development...
23>Total build time: 1.20 seconds (NoActionsToExecute executor: 0.00 seconds)
========== Build: 17 succeeded, 1 failed, 25 up-to-date, 5 skipped ==========
Vive Staff

Re: [Urgent] [UE4] Vive team: Fix your plugin code! (Unable to launch on the DK)

Hi @OlivierJT

 

Could you try below two actions to see if it's resolved?

 

Action 1: should make project build Clean
 remove <project>/Binaries
 remove <project>/Build
remove <project>/Intermediate
remove <project>/Plugins/WaveVR/Binaries
remove <project>/Plugins/WaveVR/Intermediate

 

Action 2: remove <C:\Program Files\Epic Games\UE_4.18\Engine\Source\ThirdParty\WVR>
                 and copy new version plugin/Thirdparty/WVR to the same place

 

OlivierJT
Builder

Re: [Urgent] [UE4] Vive team: Fix your plugin code! (Unable to launch on the DK)

Hello @Tony PH Lin!

 

So:

-Using Mint UE4  4.18.3  (from Epic launcher)

-Running the SDK project itself (WaveSDK-UnrealPlugin-beta2)

-Left clicking on "plugin.uproject" and "generate VS studio project file"

This doesn't generate anything.

 

Then Launching the project:

Wave Plugin is enabled. No error on loading the project.

 

Then:

"launch on Vive"

Compiling...

LogPlayLevel: Completed Launch On Stage: Cooking in the editor, Time: 592.194326
LogPlayLevel: Running AutomationTool...
LogPlayLevel: Parsing command line: -ScriptsForProject=D:/UnrealEngine4/Project/WaveSDK-UnrealPlugin-beta2_Mint/plugin.uproject BuildCookRun -project=D:/UnrealEngine4/Project/WaveSDK-UnrealPlugin-beta2_Mint/plugin.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output -p
latform=Android_ASTC -targetplatform=Android -cookflavor=ASTC -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -build -map=/Game/SeaOfCube -skipcook -CookInEditor -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline="/Game/SeaOfCube -Messaging" -device=Android_ASTC@FA85AJJ00720 -addcmdline="-Session
Id=CE064675474AA03F69EFD19E600B7B77 -SessionOwner='Z10-VR Admin' -SessionName='Launch On Device' " -run
LogPlayLevel: Setting up ProjectParams for D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject
LogPlayLevel: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.766035
LogPlayLevel: Running: D:\UnrealEngine4\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe plugin Android Development -Project=D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject  D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject -NoUBTMakefiles  -remoteini="D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint"
 -skipdeploy -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReload
LogPlayLevel:   PLATFORM_ANDROID_NDK_VERSION = 120200
LogPlayLevel:   NDK toolchain: r12b, NDK version: 24, GccVersion: 4.9, ClangVersion: 3.8.256229
LogPlayLevel:   Build the WaveVR Plugin
LogPlayLevel:   ERROR: Could not find definition for module 'WVR' (referenced via Target -> WaveVR.Build.cs)
LogPlayLevel: Took 1.3377913s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: ERROR: Command failed (Result:5): D:\UnrealEngine4\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe plugin Android Development -Project=D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject  D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject -NoUBTMakefiles  -remoteini="D:\UnrealEngine4\Project\WaveSDK
-UnrealPlugin-beta2_Mint" -skipdeploy -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2018.06.21-12.03.29.txt'
LogPlayLevel:        (see C:\Users\Z10-VR Admin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UnrealEngine4+UE_4.18\UAT_Log.txt for full exception trace)
LogPlayLevel: AutomationTool exiting with ExitCode=5 (5)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.000594
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Unknown Error
LogDirectoryWatcher: A directory notification for '../../../Engine/Plugins/' was aborted.
LogDirectoryWatcher: A directory notification for '../../../../Project/WaveSDK-UnrealPlugin-beta2_Mint/Plugins/' was aborted.

And from the log file itself:

CommandUtils.Run: Running: D:\UnrealEngine4\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe plugin Android Development -Project=D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject  D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject -NoUBTMakefiles  -remoteini="D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint" -skipdeploy -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReload
ProcessResult.StdErr:   PLATFORM_ANDROID_NDK_VERSION = 120200
ProcessResult.StdErr:   NDK toolchain: r12b, NDK version: 24, GccVersion: 4.9, ClangVersion: 3.8.256229
ProcessResult.StdErr:   Build the WaveVR Plugin
ProcessResult.StdErr:   ERROR: Could not find definition for module 'WVR' (referenced via Target -> WaveVR.Build.cs)
CommandUtils.Run: Took 1.3377913s to run UnrealBuildTool.exe, ExitCode=5
ExceptionUtils.PrintExceptionInfo: ==============================================================================
ExceptionUtils.PrintExceptionInfo: ERROR: Command failed (Result:5): D:\UnrealEngine4\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe plugin Android Development -Project=D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject  D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject -NoUBTMakefiles  -remoteini="D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint" -skipdeploy -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2018.06.21-12.03.29.txt' 
ExceptionUtils.PrintExceptionInfo:        (see C:\Users\Z10-VR Admin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UnrealEngine4+UE_4.18\UAT_Log.txt for full exception trace)
ExceptionUtils.PrintExceptionInfo: 
ExceptionUtils.PrintExceptionInfo: CommandFailedException: Command failed (Result:5): D:\UnrealEngine4\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe plugin Android Development -Project=D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject  D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject -NoUBTMakefiles  -remoteini="D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint" -skipdeploy -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2018.06.21-12.03.29.txt' 
ExceptionUtils.PrintExceptionInfo:    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
ExceptionUtils.PrintExceptionInfo:    at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
ExceptionUtils.PrintExceptionInfo:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
ExceptionUtils.PrintExceptionInfo:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
ExceptionUtils.PrintExceptionInfo:    at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
ExceptionUtils.PrintExceptionInfo:    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictionary`2 InTargetToManifest)
ExceptionUtils.PrintExceptionInfo:    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
ExceptionUtils.PrintExceptionInfo:    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
ExceptionUtils.PrintExceptionInfo:    at BuildCookRun.ExecuteBuild()
ExceptionUtils.PrintExceptionInfo:    at AutomationTool.BuildCommand.Execute()
ExceptionUtils.PrintExceptionInfo:    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands)
ExceptionUtils.PrintExceptionInfo:    at AutomationTool.Automation.Process(String[] Arguments)
ExceptionUtils.PrintExceptionInfo:    at AutomationTool.Program.MainProc(Object Param)
ExceptionUtils.PrintExceptionInfo:    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
ExceptionUtils.PrintExceptionInfo:    at AutomationTool.Program.Main()
ExceptionUtils.PrintExceptionInfo: ==============================================================================
Program.Main: AutomationTool exiting with ExitCode=5 (5)

I can't even run the default map, without anything new or changed from me.

One thing to note is... when you say:

...\UE_4.18\Engine\Source\ThirdParty\WVR>

I do not have a WVR folder.

But a "WaveVR" folder. (directly from the SDK of course)

 

So maybe the Beta2 plugin is no correcly packaged with the right files/folder name?

 ie:

Could not find definition for module 'WVR' (referenced via Target -> WaveVR.Build.cs

 

Vive Staff
Solution

Re: [Urgent] [UE4] Vive team: Fix your plugin code! (Unable to launch on the DK)

Hi @OlivierJT,

 

It's due to you are missing some steps.

You can refer to document under below path and follow up the Instructions.

Thanks.

 

plugin/Documents/en/UnrealPlugin/UnrealPluginGettingStart.html#unreal-plugin-getting-start

 

OlivierJT
Builder

Re: [Urgent] [UE4] Vive team: Fix your plugin code! (Unable to launch on the DK)

Thank you, I am doing 3 project at the same time... so I forgot about those steps.
It would be cool to have this mentioned in the SDK page:
https://developer.vive.com/resources/knowledgebase/wave-sdk/

As it's been a while I forgot to hunt inside for the documentation steps...
A read me, or a "start here document" would help avoid non dev like me being confused ^_^
Highlighted
Vive Staff

Re: [Urgent] [UE4] Vive team: Fix your plugin code! (Unable to launch on the DK)

Thanks @OlivierJT, it's good suggestion and we're going to make UE as offical release and will also have online document for the reference. (target on the end of July).