chrisgreb
I see, a blueprint-only project can only use engine plugins.
So if you still needed to build the plugin you would have to have a source build of the engine with HoudiniEngine added to the usual spot so that the engine build process would pick it up and build it for your target. Then any Blueprint game based on that engine would be able to package successfully.
I think I'm having a similar problem.
This is the error I'm getting:
PIE:Error: Error Blueprint Runtime Error: Attempted to access EnemyAirA_C_1 via property K2Node_DynamicCast_AsBPIenemy, but EnemyAirA_C_1 is pending kill from function: ‘ExecuteUbergraph_BPprojectile’ from node: Was Hit
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: c:\Program Files (x86)\Epic Games\UE_4.14\Engine\Plugins\Runtime\HoudiniEngine\Source\HoudiniEngineEditor\HoudiniEngineEditor.Build.cs(44,14) : error CS0101: The namespace ‘<global namespace>’ already contains a definition for ‘HoudiniEngineEditor’
I am super new to all of this, and not a very technical person.
Could you please elaborate on what you said above, regarding the source build of engine with houdiniengine?
Where and how do I get this?
Thanks
Gerbrand