Epic Game//Plugins/Foundry/NukeServer/Binaries/Linux Epic Game//Plugins/Foundry/NukeServer/Binaries/Mac Epic Game//Plugins/Foundry/NukeServer/Binaries/Win64 Open the Nuke Server UE4Editor.modules or UnrealEditor.modules file in a text editor located in:.modules file for the respective in a text editor and copy the BuildId value, shown in the examples below: …/Epic Games//Engine/Plugins/2D/Paper2D/Binaries/Linux/UnrealEditor.modules …/Epic Games//Engine/Plugins/2D/Paper2D/Binaries/Mac/UnrealEditor.modules …/Epic Games//Engine/Plugins/2D/Paper2D/Binaries/Mac/UE4Editor.modules …/Epic Games//Engine/Plugins/2D/Paper2D/Binaries/Win64/UnrealEditor.modules …/Epic Games//Engine/Plugins/2D/Paper2D/Binaries/Win64/UE4Editor.modules Find the UE4.modules or UnrealEditor.modules file from any other plug-in within the Plugins folder in your Unreal Engine build.NOTE: In the below examples, t he path value is the installed version of the Unreal Engine, such as 5.2.0. In order to use the Nuke Server plug-in with a custom Unreal Engine build, it may be necessary to change the BuildId. The following steps will change the BuildId in the Nuke Server plug-in to match that of your custom Unreal Engine BuildId, which will bypass the Unreal Engine version check. If you’re using a custom Unreal Engine build, you may get the following error when trying to launch Unreal Engine after enabling the Nuke Server plug-in: This article outlines how to create a custom Nuke Server plug-in to use with a custom Unreal Engine build. Some users might have custom builds of Unreal Engine on their machines, and having the base Nuke Server plug-in may not work correctly. As of NukeX/Nuke Studio 13.1v1, users can now implement the UnrealReader node to have cross-compatibility with Unreal Engine.
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