HI when i tried compiling my project i get the following, any advice please? Means nothing to me
Those “database is locked” errors are non-critical. They’re usually caused by the Editor and a built game (or perhaps a being-built game) trying to access the cache database simultaneously. When you see them, it means the cache isn’t working, but this will not break anything (just make tileset loading slower).
Other than that, your log seems to indicate success so far. Is it failing later?
Thank you for getting back to me so quickly.
We are building an Archviz app, based up the collaborative viewer template in UE5
As you can see from the attached, it starts throwing other errors towards the end. The end result is we get no files output.
Can you tell if this is to do with your plugin or something else unrelated?
(Attachment Unreal2306.log is missing)
It looks like the log file didn’t come through. Can you try again?
Just updated to ue5. 1 so are there any novice instructions on how to compile cesium for unreal plugin?
Then I’ll try building the project again…
Instructions are here:
This file has been truncated.
This is a summary of a setup and workflows for developers who want to work with the *Cesium for Unreal* plugin. Such a setup consists of three main components:
- [`cesium-native`](https://github.com/CesiumGS/cesium-native) : A collection of engine-independent libraries for 3D Tiles, geospatial, etc. Most of the functionality of *Cesium for Unreal* is built based on these libraries.
- [`cesium-unreal`](https://github.com/CesiumGS/cesium-unreal) : The source code of the actual *Cesium for Unreal* plugin.
- An Unreal project that uses the plugin. We will use the [`cesium-unreal-samples`](https://github.com/CesiumGS/cesium-unreal-samples) as an example here, to get started quickly. It contains sample levels for different use cases, and can therefore be used to quickly check for possible regressions of feature changes.
> Note: It is generally possible to work with `cesium-native` *independent* of `cesium-unreal`. But any modification in `cesium-native` will have to be checked carefully for possible breaking changes in the API or the build process. So the following describes the developer setup from the perspective of someone who wants to work with `cesium-native` mainly in the context of `cesium-unreal`.
There are detailed instructions for setting up a Cesium for Unreal development environment on each platform. But if you're already used to doing this sort of thing, you can probably use whatever workflow you like as long as you follow some important principles:
- To build Cesium for Unreal, you must first compile and cmake-install cesium-native and its dependencies to `Plugins/cesium-unreal/Source/ThirdParty`.
- cesium-native is built and installed using CMake and the `CMakeLists.txt` found in the `cesium-unreal/extern` directory, _not_ the one in the `cesium-unreal/extern/cesium-native` directory. When installing from this directory, the default install path will put cesium-native where Cesium for Unreal expects to find it.
- You must use the same compiler to build cesium-native and Cesium for Unreal.
- On Windows, packaging the Cesium for Unreal plugin on Windows requires Visual Studio 2017. This means you must also build cesium-native with Visual Studio 2017 in order for plugin packaging to be successful. But if you're not concerned with packaging, you can use Visual Studio 2019 exclusively.
- The Unreal project "DebugGame" configuration tries to use the debug build of cesium-native if one is built and installed, and falls back on the release build otherwise. The "Development" and "Shipping" configurations use the release build exclusively.
- Our CI build process checks for formatting using clang, and fails if code is improperly formatted. To run clang on all source code before committing, run `npm ci` to install node modules, then `npm run format`.
But I can’t promise they’ll work in the UE5.1 preview because no one has tried it yet (to my knowledge).
In general, if you’re not able to package a game using the Marketplace-installed plugin, then starting with a custom built version of the plugin instead will only add complexity and reduce the chances that everything goes smoothly.
That is a very good point that you
I will wait until the official plugin in released. Is there a notification I can be sent when it is launched on Marketplace?
We announce new releases on our blog:
They’ll also show up on the GitHub releases page: