another issue for Blender 2.93 is that it wonât start if I donât start Speckle Manager. It seems that Blender Speckle Plugin waits indefinetely for connection. It doesnât seem to be asynchronously loading.
Any luck with setting up git submodules?
Iâm struggling to get a setup that works my end, it doesnât appear that git submodules allows you to checkout a sub directory of a repo, and ideally, you would only want to checkout speckle-unreal/SpeckleUnrealProject/Plugins/SpeckleUnreal/ directory.
It might be possible for us to change the Unreal repo to have the plugin as the root, and then provide the example project on a seperate repo. This might be a requirement for publishing our plugin on the Unreal Marketplace anyway, so I would be happy to investigate it.
Unfortunately havenât test it at all. The option with two repos is not very convenient as we are working many people here in PrismArch on the Unreal project and updates are difficult to do manually. We have also other plugins apart from Speckle should be occasionally updated such as Cesium maps. I will try submodules next week.
Best,
Dimitiros
Hi Jedd,
I have managed to add all the Plugins for Unreal as submodules for my big project. However, the main issue with speckle-unreal is that it is not a plugin but a project. To tell the truth, it doesnât matter, but it makes the speckle-unreal to look bad as a plugin. Perhaps, it is indeed better to split speckle-unreal into a project template, e.g. Speckle Unreal Template, and a plugin, it can be the speckle-unreal
I am copying pasting my notes. It is a synopsis of Git - Submodules site that I have used. If you do not like commands you can use âTurtoisegitâ, I think it is the best free git client with submodules support but I have preferred the command line in order to be more flexible
Commands to Add a submodule into an Unreal project