I want to use the new "Send to Unreal" menu item but I'm getting an error why I try to use it. I'm using EU4.6 and Maya LT 2015 Extension 2.
* Maya: I created a simple Human IK rigged gingerbread man (nothing else in the scene).
* UE4: I created a new project from one of the samples.
* Maya: I set the UE4 project using "File"->"Send To Unreal"->"Set Unreal Project"
* Maya: I try to export the FBX using "File"->"Send To Unreal"->"All"
This produces the following error dialog:
"Send To Unreal Error"
"A valid Unreal Engine must be locally installed."
At a glance, it looks like Maya is looking for "Unreal Engine.app" within my UE4 project and isn't finding it.
Is there a setup step on the unreal side that I'm missing here? On my system, unreal is installed here as "/Applications/Unreal Engine.app". Do I need to build it from scratch for "Send To Unreal" to work?
Solved! Go to Solution.
Solved by tadmuck. Go to Solution.
Solved by tadmuck. Go to Solution.
Hi Morgan,
Sorry this isn't working for you. Off the top of my head I'm not sure what might be wrong. You don't have to build Unreal yourself to get this to work, it is expecting a standard installation of Unreal 4. I'm asking the developers who worked on this to get an idea of what might be going on.
Thanks for your patience.
Remi
Can you run this command in the script editor and then post the result?
optionVar -q "UnrealPath";
optionVar -q "UnrealPath";
// Result: /Users/morgan/Documents/Unreal Projects/My3P_Tut //
FYI, my Maya project path is "/Users/morgan/Desktop/Maya/MyProject/"
Ok I got a suggestion from the developer, could you try:
optionVar –remove “UnrealPath”
Then try Send to Unreal again?
I tried invoking:
optionVar -remove "UnrealPath"
before "Send To Unreal", but it didn't help.
I tried playing with other variables too, to no avail. I tried setting variables and invoking the export manually using GamePipelineSendToUnreal.mel as a guide, but it looks like the problem is within GamePipeline.bundle (compiled C++).
I'll keep trying to figure it out, but I'm a bit rusty when it comes to DTrace on Mac OS so I'm sort of flying blind. If "Send To Unreal" works for your Mac testers (with UE 4.6), then maybe there is a UE4 setup step that they're taking which I am not... I am starting with a fresh UE4 example project.
I ran "dtress -t getattrlist -p <Maya's PID>" on the maya process, then tried "Send To Unreal" and found that it's expecting UE-4.4 to be installed based on this line:
getattrlist("/Users/Shared/UnrealEngine/4.4/Engine/Binaries/Mac/UE4Editor.app\0", 0x7FFF5C013B78, 0x7FFF5C0137E0) = -1 Err#2
According to dtress it's not checking for anything other than UE4Editor and UE4CrashReporter.app, so I'm guessing that Maya's Send To Unreal has been hard-coded to check whether UE 4.4 is installed. I'll test this theory tomorrow, once I've downloaded and installed UE-4.4.
Installing version 4.4.3 of the Unreal Engine fixes the problem with "Send To Unreal".
Since different people work on different parts of a pipeline, you really shouldn't bother to check whether UE is installed at all, but if you must check you should check for any version of UE, not just UE-4.4.
Once you've filed a bug report, I'll mark that response as the accepted answer.
Hi Morgan,
Glad something is working for you. This is strange though, we double checked with Unreal 4.6 and were successful using the feature. We'll look into it to see if we can figure out better what is going on so it isn't causing problems.
We do understand the people doing different disciplines may not need UE4 installed, but it is our way of checking to see determine if the user is doing an export for UE4, and therefore can do a unlimited polygon export to UE4.
I'll let you know what we find.
Thanks,
Remi
I'm having the exact same problem. It used to work and no longer works. After reading this post I suspect it was my upgrade to the new version of UE4. Anyway let us know when you figure this one out. Thanks!
Ok I'll install UE4 4.4 again then. I figure it should work as long as it's installed (even if I'm using 4.6).
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