Package a project
This page covers how to package a project in Unreal Engine. Packaging ensures that all code and content is up to date and in the proper format to run on the desired target platform.
Important
To package a project, you must install the Vicon Unreal plugin version 1.4.2 or later.
Prerequisites
Before you begin packaging a project, ensure you have set up and installed the following components:
- 1 x PC with Vicon software installed and at least one subject or object ready to stream
- 1 x PC with Unreal Engine installed
- Both PCs connected via LAN
- The latest version of the Vicon LiveLink Unreal Engine plugin (1.4.2 or later) is installed on the Unreal Engine PC (see Set up the Live Link plugin).
- The default version of Visual Studio (for your version of Unreal Engine 5) has the following modules installed:
- .Net desktop Development
- Desktop Development with C++
- Game Development with C++
- The Unreal Engine Project created and open
Set up the project
To set up a project so it is ready to package (with animation data already streaming through Live Link), ensure the following is in place:
- The Vicon software is set up and streaming the subject or object.
- The Vicon Live Link plugin is installed and set up correctly.
- The correct FBX has been imported for the subject.
- The animation blueprint has been set up with Live Link, and animation is streaming to the skeleton.
- For Evoke: Stream Vicon Evoke characters into Unreal Engine 5
- For Shogun: Stream from Vicon Shogun into Unreal Engine 5
- For Tracker: Stream Vicon Tracker objects into Unreal Engine 5
Set up Live Link for packaged source creation
In a packaged .exe, the editor GUI is not available. Instead, to set up a Live Link, use either the second or third method described in Connect to Vicon Datastream.
Move the plugin to the project folder
To successfully package a project with the LiveLinkViconDataStream plugin, you must move the plugin from the folder where Unreal Engine is installed to the project Plugins folder.
To do this:
- In Windows Explorer, find the folder where the version of the Unreal Engine (associated with the project) is installed. This folder is usually found at C:/ProgramFiles/EpicGames/UE_5.x
- Inside this folder, navigate to Engine or Plugins and cut (Ctrl-x) the LiveLinkViconDataStream folder.
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Open the Unreal Engine project that you want to package and find the Plugins folder.
- If this folder does not exist, create it. Note the name is case-sensitive and must be plural: Plugins.
- Paste the LiveLinkViconDataStream folder into the Plugins folder.
- Restart the project.
Convert to C++
Note
With the current version of the plugin, the project can only be packaged if it is a C++ project.
- In Unreal Engine, select Tools > New C++ Class.
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Follow the pop-up wizard to create a new class. This can be any class with any name.
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Close the project.
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In the project files folder, right-click on the UProject and select Generate Visual Studio project files.
- Launch the project by double-clicking on the UProject.
Package the project
Packing the project involves the following stages:
Setting the default map
- Navigate to Edit > Project Settings.
- In the Project Settings window, navigate to Project > Maps and Modes.
- Within Maps and Modes, set the Game Default Map to the level you saved previously.
Storing the built files
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Navigate to Platforms > Windows > Package Project (note that the plugin supports building for x64 systems only).
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Create a new folder to store the built files and click Select Folder.
Copying the DLLs
When the packaging has finished, the Vicon DLLs are copied alongside the EXE location in the output folder structure.
- Navigate to the folder created above for the packaged project.
- Within the build folder, navigate to the executable location.
- Ensure all of the Vicon DLLs are present, together with the EXE.
Running the executable
- Navigate to the executable folder: D:\Unreal Projects\yourProject\buildFolder\WindowsNoEditor\yourProject\Binaries\Win64
- Double-click on the executable to launch the game.
The Live Link source has now been created and the animation continues to stream as it did within the editor.
Tip
To close the game, press Alt-F4 or type exit
into a cmd line, using `.