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Experimental UE5 support #39
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Hi @hugoattal, how do you activate it on UE5? It tells me that it was built for 4.26 and won't load. |
@flankey You'll need to compile it yourself. You just have to follow this guide: https://github.com/hugoattal/ElectronicNodes/wiki/How-to-install-Electronic-Nodes-on-previous-version-of-the-engine%3F-On-custom-build%3F To sum it up:
*If your project in BP-based, just create a C++ class in it and delete it. It won't change anything for you, but will make the compilation possible. Keep in mind that the support is experimental for now and might break with future versions of UE5 |
Hello, I've been struggling with this process for a while as a new user. I can't get Unreal to let me create and open a C++ project. I’ve installed several components with the Visual Studio installer that I’ve seen referenced in forum posts where people couldn’t create a C++ project including: |
@JinVeiss Hum, Unreal Engine is still in preview so there may be some things that are a bit broken... Let's try this:
Would this work? If it is, then the problem lies in the conversion of your project to a C++ based one 😕... |
I get that error shortly after clicking the create button on a C++ project and then Visual Studio opens instead of the Unreal editor. This is the full string: If all else fails could I provide proof of purchase for a precompiled version? |
Well it seems like it's a UE5 related bug then 😕... I can't really help with that... I think I recall that I had to download a bunch of dotNet SDK things, you might want to check out the unreal forums for such bug with UE5.
I don't think it'll work... In any case, it really is an experimental feature (and I'm already crossing marketplace guidelines with this). Best is to wait for the UE5 release and stick to the UE4 for now, if you can't make a C++ based project work on UE5. |
Yeah, I'm not sure what that HIDUE is. It could be the 3DConnexion Space Mouse plugin that I have. I'll try removing that. Edit: Yep, that was it. Sweet deal.. |
For anyone struggling to compile it in UE5 this helps, just ignore the last step and instead add the compiled files into the plugins folder. |
work flawlessly at 5.0 EA 2, thanks @spacemarine658 and @hugoattal you made blueprint programming great again. |
Since more and more people want to use Electronic Nodes on UE5, I'm adding experimental support to it.
As UE5 is not production ready (nor the marketplace allow official support of it), it's just experimental, meaning it could break at any UE5 update.
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