IMPORTANT : In case of fixture(s) inaccurate behaviour, before looking for a bug, please start by checking the GDTF definition. A lot of them are bad formatted or provide values who doesn't fit the real behavior.
- Do the TODOs
- Improve documentation
- Fix Lens texture not centered
- Check the accuracy of rotation matrix parsing in
FCPGDTFImporterUtils
- Add missing attributes supports on Color and Gobo Wheel components
- Create generic parametric BeamType assets on unreal (See
ECPGDTFDescriptionGeometryBeamType
) - ADD laser support inspired by existing implementation on DMXFixtures plugin
- linear frost?
Add a option in the interface to ask the DMXLibrary to use and create the Fixture type automaticaly.
To do see there =>
- UDMXEntityFixtureType::CreateFixtureTypeInLibrary
- FDMXEntityFixtureTypeConstructionParams
- SDMXEntityDropdownMenu
Solvable
- Channels modifiying the behaviour of other channels is not supported
Permanent
- Bad GDTF Files (Some stuff can be worked around)
- Incompatible with GDTF < 1.2 because of
.3ds
models only - Focus not relevant because of the way of Unreal Engine render spotlights light functions.
TODO
- If your project is open in Unreal close it.
- Create a
Plugins
folder in your project folder. - Extract the plugin.
- Apply the
dmxEngine.patch
file to the Unreal Engine's codebase using the commandgit apply dmxEngine.patch
. - Recompile Unreal Engine.
- Launch the project in Unreal.
- To confirm that the plug-in has been successfully installed and enabled, during a GDTF import the option windows should specify if this is the Clay Paky GDTF Importer.
Follow the same procedure than the 'Project Plugin installation' but extract the plugin in <Unreal Engine Install Folder>\Engine\Plugins
folder.
- Create an new empty project (Film/Video & Live Events => Blank).
- Create a C++ class (Tools => New C++ Class).
- Generate Visual Studio project (Tools => Refresh Visual Studio Project).
- Open the project in Visual Studio (Tools => Open Visual Studio).
- Close Unreal Engine.
- Build the project (On the the Solution Explorer under the Game folder right click on the project and Build).
- Close Visual Studio.
- Create a
Plugins
folder in your project folder. - Extract the plugin.
- Right click on the
<project_name>.uproject
and Generate Visual Studio project files. - Open the project in Visual Studio.
- Build the project.
- Now you can open Unreal Engine and try the plugin.
Important notes:
- To create new classes/files Visual Studio store them in wrong folders. Use the C++ class wizard on Unreal Engine (step 2) or close VS create the files at the good place and regenerate the VS project (step 10).
UPROPERTY()
macros ending with a semicolon will make Doxygen unable to generate the documentation of the propertyUCLASS()
UENUM()
USTRUCT()
GENERATED_BODY()
macros sould NEVER end with a semicolon- To avoid Doxygen code parsing problems (
warning: Found ';' while parsing initializer list! (doxygen could be confused by a macro call without semicolon)
). Nested Unreal macros calls likeUCLASS(ClassGroup = (DMX), Meta = (BlueprintSpawnableComponent))
needs to be excluded of Doxygen parsing with/// \ cond NOT_DOXYGEN
//// \ endcond
(without space after backslash) - To edit a .cpp/.h name o change the path of a file, you have to: Close UE4 and VS; Delete/Move the header and source to Private/Public setup you want; Delete .vs, Intermediate, Binaries, Saved and DerivedDataCache folders in the File Explorer; Right-Click .uproject file and hit regenerate VS project files; Open .sln and build solution. NOTE: It will take ages to fully rebuild the solution. SOURCE: https://www.reddit.com/r/unrealengine/comments/gbggsn/is_there_a_way_to_set_c_classes_as_public_or/
Requires Doxygen and Graphviz installed
- Open a terminal in the root of the repository
- Execute
doxygen
- Open the file Docs/html/index.html
- Build plugin as described in Developement section.
- In the
ClayPakyGDTFImporter
plugin folder delete :
.git
folder.Docs
folder.Intermediate
folder.Source/Private
folder.Doxyfile
file.README.md
file.
- In the Binaries folder delete all the files except
UnrealEditor-ClayPakyGDTFImporter.dll
andUnrealEditor.modules
. - In
ClayPakyGDTFImporter.uplugin
text file editIsBetaVersion
,Version
andVersionName
to fit the new release number. - Pack the
ClayPakyGDTFImporter
plugin folder in an archive. - Installation procedure explained in Installing section
- Close Unreal Engine and Visual Studio
- Go to Unreal Engine folder
- Do a
git pull
- Launch
./Setup.bat
- Launch
./GenerateProjectFiles.bat
- Open UE5 Solution in Visual Studio
- Build Unreal Engine
- Open the Clay Paky project in Visual Studio
- Build the project