Open duplexsystem opened 4 years ago
I fixed those errors by adding
OtherCompilerOptions = OtherCompilerOptions.Replace("we4668", "wd4668");
Every time OtherCompilerOptions was defined. It seems a bit hacky but it works. I now get this error (sometimes with other numbers): Failed due to missing file: C:\Users\sgidi\CGWUnrealEngine4\Engine\Source\Action_32
Ok I think I fixed it by disabling fastbuild to compile unrealheadertool and making Action_0-6 in the source folder
ok that failed. I get this error:
0>Module.Engine.31_of_46.cpp
0>C:\Users\sgidi\CGWUnrealEngine4\Engine\Source\Runtime\Engine\Private\PhysicsEngine\Experimental\PhysInterface_Chaos.cpp(815,0): Error C2027: use of undefined type 'USkeletalMeshComponent'
0>C:\Users\sgidi\CGWUnrealEngine4\Engine\Source\Runtime\Engine\Public\PhysicsPublic.h(26): note: see declaration of 'USkeletalMeshComponent'
0>C:\Users\sgidi\CGWUnrealEngine4\Engine\Source\Runtime\Engine\Private\PhysicsEngine\Experimental\PhysInterface_Chaos.cpp(817,0): Error C2065: 'BI': undeclared identifier
0>C:\Users\sgidi\CGWUnrealEngine4\Engine\Source\Runtime\Engine\Private\PhysicsEngine\Experimental\PhysInterface_Chaos.cpp(820,0): Error C2043: illegal break
0>EXEC(0,0): Error 12>Failed to build Object.: 2 (0x02) Target: 'C:\Users\sgidi\CGWUnrealEngine4\Engine\Intermediate\Build\Win64\UE4Editor\Development\Engine\Module.Engine.31_of_46.cpp.obj'
0>--- Most Expensive ----------------------------------------------
0>Time (s) Name:
0>180.632 C:\Users\sgidi\CGWUnrealEngine4\Engine\Intermediate\Build\Win64\UE4Editor\Development\Persona\Module.Persona.4_of_4.cpp.obj
0>156.452 C:\Users\sgidi\CGWUnrealEngine4\Engine\Intermediate\Build\Win64\UE4Editor\Development\Persona\Module.Persona.1_of_4.cpp.obj
0>154.129 C:\Users\sgidi\CGWUnrealEngine4\Engine\Intermediate\Build\Win64\UE4Editor\Development\Sequencer\Module.Sequencer.2_of_3.cpp.obj
0>144.944 C:\Users\sgidi\CGWUnrealEngine4\Engine\Intermediate\Build\Win64\UE4Editor\Development\Sequencer\Module.Sequencer.1_of_3.cpp.obj
0>140.474 C:\Users\sgidi\CGWUnrealEngine4\Engine\Plugins\Experimental\ControlRig\Intermediate\Build\Win64\UE4Editor\Development\ControlRigEditor\Module.ControlRigEditor.1_of_2.cpp.obj
0>126.517 C:\Users\sgidi\CGWUnrealEngine4\Engine\Intermediate\Build\Win64\UE4Editor\Development\UnrealEd\Module.UnrealEd.1_of_22.cpp.obj
0>123.058 C:\Users\sgidi\CGWUnrealEngine4\Engine\Intermediate\Build\Win64\UE4Editor\Development\MovieSceneTools\Module.MovieSceneTools.2_of_3.cpp.obj
0>122.105 C:\Users\sgidi\CGWUnrealEngine4\Engine\Intermediate\Build\Win64\UE4Editor\Development\UMGEditor\Module.UMGEditor.2_of_2.cpp.obj
0>120.518 C:\Users\sgidi\CGWUnrealEngine4\Engine\Plugins\Experimental\DataPrepEditor\Intermediate\Build\Win64\UE4Editor\Development\DataprepEditor\Module.DataprepEditor.cpp.obj
0>115.072 C:\Users\sgidi\CGWUnrealEngine4\Engine\Intermediate\Build\Win64\UE4Editor\Development\UMGEditor\Module.UMGEditor.1_of_2.cpp.obj
0>114.073 C:\Users\sgidi\CGWUnrealEngine4\Engine\Intermediate\Build\Win64\UE4Editor\Development\DetailCustomizations\Module.DetailCustomizations.1_of_4.cpp.obj
0>111.605 C:\Users\sgidi\CGWUnrealEngine4\Engine\Intermediate\Build\Win64\UE4Editor\Development\UnrealEd\Module.UnrealEd.11_of_22.cpp.obj
0>110.213 C:\Users\sgidi\CGWUnrealEngine4\Engine\Intermediate\Build\Win64\UE4Editor\Development\UnrealEd\Module.UnrealEd.12_of_22.cpp.obj
0>108.469 C:\Users\sgidi\CGWUnrealEngine4\Engine\Plugins\FX\Niagara\Intermediate\Build\Win64\UE4Editor\Development\NiagaraEditor\Module.NiagaraEditor.4_of_6.cpp.obj
0>106.810 C:\Users\sgidi\CGWUnrealEngine4\Engine\Intermediate\Build\Win64\UE4Editor\Development\UnrealEd\Module.UnrealEd.18_of_22.cpp.obj
0>106.658 C:\Users\sgidi\CGWUnrealEngine4\Engine\Intermediate\Build\Win64\UE4Editor\Development\AppFramework\Module.AppFramework.1_of_2.cpp.obj
0>104.939 C:\Users\sgidi\CGWUnrealEngine4\Engine\Intermediate\Build\Win64\UE4Editor\Development\UnrealEd\Module.UnrealEd.4_of_22.cpp.obj
0>103.180 C:\Users\sgidi\CGWUnrealEngine4\Engine\Intermediate\Build\Win64\UE4Editor\Development\Kismet\Module.Kismet.4_of_6.cpp.obj
0>101.296 C:\Users\sgidi\CGWUnrealEngine4\Engine\Intermediate\Build\Win64\UE4Editor\Development\Kismet\Module.Kismet.1_of_6.cpp.obj
0>100.322 C:\Users\sgidi\CGWUnrealEngine4\Engine\Intermediate\Build\Win64\UE4Editor\Development\FoliageEdit\Module.FoliageEdit.cpp.obj
0>
0>--- Summary -----------------------------------------------------
0> /----- Cache -----\
0>Build: Seen Built Hit Miss Store CPU
0> - File : 25503 2734 - - - 0.000s
0> - Library : 872 0 - - - 0.000s
0> - Object : 1856 623 0 624 623 4h:42m 49.305s
0> - Alias : 1 0 - - - 0.000s
0> - Compiler : 1 1 - - - 0.170s
0> - ObjectList : 1856 0 - - - 0.000s
0>Cache:
0> - Hits : 0 (0.0 %)
0> - Misses : 624
0> - Stores : 623
0>Time:
0> - Real : 23m 58.415s
0> - Local CPU : 4h:42m 49.475s (11.8:1)
0> - Remote CPU : 0.000s (0.0:1)
0>-----------------------------------------------------------------
0>FBuild(0,0): Error: BUILD FAILED: all
0>Time: 24m 0.037s
0>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(44,5): Error MSB3075: The command "..\..\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild -FastPDB" exited with code 5. Please verify that you have sufficient rights to run this command.
0>------- Finished building project: UE4. Succeeded: False. Errors: 6. Warnings: 0```
Can you provide the files you changed? I'd like to try to help you out with this
@jarjarfinks I just made a repo for it. https://github.com/budgidiere/UnrealEngineCompilationUsingFastBuild
@budgidiere I got it working, except one issue I'm having....distributed building always ends with an error saying "Failed due to missing file: C:\Users\Public\Git\UnrealEngine\Engine\Source\Action_0"
Any idea what to do about that? Also, I can't post an issue to your repo fyi
@jarjarfinks Yep that's the same problem I'm having. I've narrowed down the code that causes it but don't know what to do. I'll try to enable issues on the repo. If you makes that folder it asks for another folder, etc. I made a python script to make Action_X folders up to 10000 but then I got more errors.
I fixed issues on my repo.
@jarjarfinks I think I figured out the error. I'm also working on addin some new features such as better support for baking this into the engine and having different configurations for different machines. Do you have any feature requests?
@budgidiere Oh, awesome, I didn't even get to look at anything today lol. I will say I'm not as proficient in C# as I'd like to be, which I didn't realize until I offered to help. Apart from shader compilation, not really, anything you're already planning otherwise?
@jarjarfinks when you enabled network distribution did you have all the registry keys setup for FASTBuild network distribution? I'll look in to shader compilation I think I saw someone doing that with an older build. Also have you been able to get a successful build of the engine? I don't actually know if anything works because I'm using chaos and it gets choked up on some of the special files it uses.
@budgidiere registry keys? The FASTBuild docs don't say anything about registry keys....I set the environmental variables though. Did I miss something? I haven't tried to get a build since you updated, I'll try again tomorrow. I got distribution working with one worker, but I can't get the rest of my network to recognize it, but it may be due to the fact I'm trying to do a SMB over the internet setup for my remote working folks. I'll try more stuff and let you know when I try either tomorrow or Monday. I appreciate your work!
@jarjarfinks sorry I'm I meant environmental variables. Did you get distribution work in general or with Unreal? I have not updated the GitHub yet. Could you try doing a build with private bool bEnableDistribution = false; in FASTBuild.cs Thank you :)!
I just updated the git repo.
is it surport unreal 4.24? I faild in missing file due to ...action_34.
That happens if you have distributed builds enabled. This is a WIP. I have not worked on it this week because I've had time off.
@budgidiere you get the distributed building working? I'm also having that issue. I think it's due to the fact Fast build doesn't have a system for checking the queue of build actions or managing them this way. So there are files that get missed most of the time
@budgidiere I changed some code to make link work, but it shows "link fatal error lnk1158 cannot run 'mt.exe'"
@czqjtr could you post the changes you made in a PR?
@budgidiere I got your FASTBuild.cs for UE4.24, but the link part not work when link, so I did some change, the link worked, but "link fatal error lnk1158 cannot run 'mt.exe'". It is my visual studio error, I copied mt.exe and rc.exe to Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.16.27023\bin\Hostx64\x64 . Fortunately, it works well.
@budgidiere And I have another idea, why not use cl-filter and link-filter to build in FastBuild. IncrediBuild has used it since UE4.24
@czqjtr I honestly don't know what that means but if you know how to do that then you can made a PR (or just keep it on your own fork)
@budgidiere does distribution work yet on your version of the repo?
@jarjarfinks no. someone else name a repo and I think it works there. I responded to your issue on my repo with the link. There are still a few issues I'm working on fixing.
I've used a fork of this for 4.24 but get errors:
If anyone could help me out that would be appreciated.