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In an ideal world, it's a good idea!
These are not reasons why it couldn't be provided, only for why it has not been done yet. As no one is currently willing to commit to this responsibility. For example another developer asked for this plugin to be available on the Unreal Marketplace (Now it's called Fab). But who is going to provide that support? 😉 And the following is just my opinion, but I think most people try the plugin and realize it's not ideal for them or lose interest because of the amount of work needed to make the simulation match their expectations with modern flight sims. The current barrier to entry is probably a good thing. If the plugin were more of a completed project, then I think it would make sense to offer a compiled plugin. Perhaps providing a working sample.exe of the of unreal project would be more beneficial. I have thought about this a few times anyways, creating an simple and easy GUI for JSBSim itself. So not only for testing the Unreal plugin but easy access to JSBSim and to help develop JSBSim flight models. Although that's a different discussion. For contributing to the plugin: updates, fixes, pull requests, etc, are usually welcomed to the main repository. (I am not an official here, just a user offering my thoughts and unreal support when I can) |
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Hi all
I faced significant struggles early on using JSBSim in Unreal - not because of any issues with the sample project or instructions, but purely due to my unfamiliarity working with source & visual studio. Compiling for different UE engine versions requires an understanding of how to configure UE build tools, fix tool chain issues etc.
I’ve learnt a lot by fixing these issues, but still see that many UE issues raised relate to compilation. I think it would be of great benefit to the UE community to include compiled plugins for recent engine versions in the releases, perhaps starting from 5.0 - this would allow users that are unfamiliar with Visual Studio and compilation more broadly to become active users of the plugin and not be put off by compilation issues.
I am wondering about the best way to contribute this, and if I have missed anything obvious - presumably I would compile the plugins for each engine version, test, and pull, and then users can drag and drop into their project’s “Plugins” folder.
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