Do you have any ideas or i might have missing some important steps?
I am using UE 4.22, the plugins (lightact & spout) i am using are those included in the sample project (LightactAndUnreal) i downloaded from your website few days ago.
I’ve packaged the project (without using .pak files as explained on Lightact support website ), moved Spout.dll to where it is supposed to be (also explained on Lightact support) and spout seems to be working in 4.22 as well.
At the moment, there is unfortunately not much else I can say except to make sure that:
you close your Spout sender on Event EndPlay node,
make sure your LA Sender variable has the correct value even in Packaged game
To further troubleshoot, please install Spout 2.006 as described in the Troubleshooting section of Spout support page. Once installed you’ll be able to run SpoutReceiver.exe demo program which might help you troubleshoot your problem.
What I would be interested in is:
Does SpoutReceiver.exe detect any Spout sender at all?
Do you get any error messages or is SpoutReceiver.exe window just black?
*I’ve packaged the project (without using .pak files as explained on Lightact support website ), moved Spout.dll to where it is supposed to be (also explained on Lightact support) and spout seems to be working in 4.22 as well. *
I did not followed the steps above, as i think i might missed those steps from the support website. I tried to did not using .pak files when packaging, and still seeing the same issue. Can you please link me to the related support information? as i am unable found those info. Thanks.
Does SpoutReceiver.exe detect any Spout sender at all?
It is detected when the project is launched from UE4 editor. It did not detected after the project have been packaged.
Do you get any error messages or is SpoutReceiver.exe window just black?
SpoutReceiver.exe window just pure black, and it is because “Spout Sender” node (in UE4) returned FALSE (in packaged exe).
Thanks for your response. I finally get it worked by referencing your sample project.
It is due to i created my project under blueprint category, but not C++.
I didn’t realized the differences since the blueprint version worked before packaged.