articy:draft 3

articy:draft 3

(tutorial) Exporting Articy project to Unreal engine 5 - Eng/Esp - Troubleshooting export problems
I had a lot of problems exporting my Articy project to Unreal engine 5 and after talking several times with technical support this morning I managed to export it subproblems. You know there is the official github tutorial:
https://github.com/ArticySoftware/ArticyImporterForUnreal/blob/master/README.md#adjust-build-configuration
But it didn't work for me; so I decided to make a videotutorial:
https://youtu.be/GpGKi78r02o

Anyway, I leave here the text I got from the technical support after they checked my failed project:

Necessary programs to make the tutorial:
Articy Draf
Unreal engine 5
(free) Visual Studio
Articy:draft Importer (Unreal MARKETPLACE)

1- Create a C++ project
2- Uncheck "Hot Reload" inside Editor preferences (to prevent concurency with Live Coding session)
Edit > Editor preferences > "General" section => "Miscellaneous" >
Uncheck "Automatically compile newly added C++ Classes" (in Unreal 5, Live coding tries to do this as well, that leads to race conditions over buildings & locked already build DLLs ...)

3- Save all and CLOSE the Editor / project
=> ! important NOTE ! : If the Unreal Editor isn't closed, the first version of the project can't be build inside Visual studio.
Even if this is not mandatory, it's far better to build a first version of the project outside the editor BEFORE doing the initial import, as the first import can fail if the Unreal project isn't already build because of the way Live Coding handles incremental compilation (I think... I have to understand better the first import process, also...).
ALTERNATIVELY
I noticed that the first import succeeds much more when the user firstly play the initial level before importing content from Articy... Then it's not necessary to build the first project outside of the Editor (Steps 4 / 5 / 6) BUT Editor neets to be closed / Reopend (step 3) to remove the Hot reload Editor references.
4- Open the visual studio project
5 - edit the followng file :
<Project Path>\Source\<Project Name>\<project_name>.Build.cs

This file is automatically generated by Unreal when you create a c++ project.

[NOTE : It may be more than 3 files generated inside this folder depending on which kind of Template you choose when creating the project.
An empty project will generate only necessary Unreal build tool files (3 files) when a third person project (by example) will generate 4 more files at less...]

Inside the file, add

"ArticyRuntime"

To make the PublicDependencyModuleNames like the following line :

PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "ArticyRuntime" });

This will tell to the Unreal Engine build tool to take in account the Articy Dll when building project.

6- Do a fresh build of the project inside Visual studio.
=> This will create the basic DLL for Live Coding to begin with the C++ project.
7- Re-Open the project inside Unreal editor
5- Export articy project inside Unreal (directely at the root of the "Content" folder)
=> After a shot time, this action should trigger a "Import changes" message into the Unreal side, and the importer should have generated some code files inside the
"<Project Path>\Source\<Project Name>\ArticyGenerated" folder
=> Import the changes and wait Live coding compilation to finish (the first import can take some time, but the other ones are faster)

=> To confirm that the importation finished sucessfully, some Unreal structures might have been generated inside the C++\<Project_Name>\ArticyGenerated folder.