Hi. Our programmers are very restrictive

Hi. Our programmers are very restrictive with adding third party plugins, they're worried that to many plugins with too many dependencies will cause problems down the line (which it probably would). Is dash "self contained", will we only have to worry about updating dash itself when a new version of either unreal or dash arrives?
7 Replies
Adnan Chaumette
Adnan Chaumette4mo ago
@Ilgar (Software Developer) Could you assist our firend here ✋
Ilgar
Ilgar4mo ago
Ok, brb with a breakdown
Slingerbult
SlingerbultOP4mo ago
Stupid artist question: since it's an editor plugin, can we use the pre-built plugin in our custom build? That way any artist using dash could use it without making the programmers anxious.
Ilgar
Ilgar4mo ago
You’ll need to build it once and then share, and it will work In short about dependencies. There are no third party dependencies on c++ side of things, we only link against our foundation libraries. Many more dependencies on python side c++ dependencies (unreal plugin) // memory lib from microsoft (unreal uses it too) mimalloc.lib // our internal stuff IndexMeshSymbols.lib _math.lib _array.lib meshoptimizer.lib _gnmesh.lib nothing special here, we are not planning adding more dependencies. It's not some gigantic plugin with many modules
Ilgar
Ilgar4mo ago
Here is plugin build.cs file, you can see what we are linking to and which unreal modules we depend on
Ilgar
Ilgar4mo ago
Here is a raw list of thirdparty python packages blinker boto3 botocore certifi dateutil jmespath orjson pytz semver s3transfer sentry_sdk urllib3 numpy PIL PySide6 scipy sklearn shiboken6 torch_redstone In general what we do - math stuff, image manipulation, communication with our aws backend, we do all our ui with PySide, we are experimenting with local AI models. will we only have to worry about updating dash itself when a new version of either unreal or dash arrives? - basically yes. All this things are self contained, you don't need to run a bunch of shell scripts or compiling. Regular users who use stock versions of engine, don't have to compile UE plugin even Btw, whenever your developer get on this, feel free to connect us either through Discord, or we can invite you on our Slack as we do with other studios. Support for studio/enterprise clients tends to be fairly thorough, so we'll make sure you get everything you need to get up to speed
Slingerbult
SlingerbultOP4mo ago
Thank you very much for the detailed answer! I'll test the plugin some more and save this info for when it's time to convince The Programmers.
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