Unity Engine 4.26.1 - Blueprint Only project target Mobile/Tablet
I followed the steps from the website and when I tried to launch on the device the unreal logo startup but then the application would fail saying it could not find the LeiaCamera module. I have the maps & modes setup to launch the FPS example scene from the plugins content. The plugin is enabled. I can see the plugin content in my content browser in the editor. I thought that maybe it needed to be a c++ project so I made a new project that was a c++ project
Unity Engine 4.26.1 - C++ project target Mobile/Tablet
Did the same things as I did above and instead I got deprecated warning on AttachTo in the Leia camera component script (377). Which stopped me from compiling so I just did what it asked and changed it to AttachToComponent. However now I am getting “ld.lld: error: undefined symbol: __aeabi_unwind_cpp_pr1”. No idea what that is.
Should I not be using UE4.26.1? What do you think is the issue?
“Plugin ‘LeiaCamera’ failed to load because module ‘LeiaCamera’ could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project”
I am exploring this issue and will let you know when I have more details / resolution.
A project worked as expected. Until we can support Blueprint projects, we will update our documentation to prevent similar situations in other developer’s projects.
I made a new blank c++ project for Mobile/Tablet. Followed all the instructions in Building an Unreal Project however I got this unusual error “ld.lld: error: undefined symbol: __aeabi_unwind_cpp_pr1”. I dont understand this bug at all because idk why it needs to exist. I have done some research on this and this happened to someone else with a different plugin in Unreal (source). Someone suggested using this command “-fno-exceptions” but to be honest it was a little above my head. I didn’t know where that needed to be or what that command even is.
I have used other plugins before and have not run into this error. I have tried deleting it and started a new project and it just kept happening.
I said someone ran into the issue with another plugin, and I just reread through the source I provided… it looks like there’s was all their own code with no external libraries… so I guess not a great source, sorry about that.
for anyone who stumbles on the same issue, and compiling the plugin doesn’t fix it (as was the case for me): if you’re in a blueprints project, create a single new C++ class. Can be named anything and completely empty; I think it simply forces a compile of the plugin. Either way, solved for me!