Open UE4SS opened 6 months ago
I'm not sure how to properly fix this, but defining DO_ENSURE=0
bypasses the problem.
Perhaps fix could be bundled into #494?
Edit: Build is successful on that branch already. I installed into DRG and it works 👍
Perhaps fix could be bundled into #494?
Edit: Build is successful on that branch already. I installed into DRG and it works 👍
Did you test #494 with the latest Unreal submodule ? I'm pretty sure this problem was caused by a recent PR: https://github.com/Re-UE4SS/UEPseudo/pull/87 and #494 is based on an older commit so I just want to confirm that you tested with the latest Unreal submodule.
Perhaps fix could be bundled into #494? Edit: Build is successful on that branch already. I installed into DRG and it works 👍
Did you test #494 with the latest Unreal submodule ? I'm pretty sure this problem was caused by a recent PR: Re-UE4SS/UEPseudo#87 and #494 is based on an older commit so I just want to confirm that you tested with the latest Unreal submodule.
Okay I merged #494's UEPseudo branch in with main locally and the debug build does indeed fail. Did not notice that #494 is based off an older commit.
Perhaps fix could be bundled into #494? Edit: Build is successful on that branch already. I installed into DRG and it works 👍
Did you test #494 with the latest Unreal submodule ? I'm pretty sure this problem was caused by a recent PR: Re-UE4SS/UEPseudo#87 and #494 is based on an older commit so I just want to confirm that you tested with the latest Unreal submodule.
Okay I merged #494's UEPseudo branch in with main locally and the debug build does indeed fail. Did not notice that #494 is based off an older commit.
I can try to update and see if the change is something easily bundle-able. Will know in a couple of hours
#define UE_ENSURE_IMPL(Capture, Always, InExpression, ...) \
(LIKELY(!!(InExpression)) || (DispatchCheckVerify<bool>([Capture] () FORCENOINLINE UE_DEBUG_SECTION \
{ \
static bool bExecuted = false; \
if ((!bExecuted || Always) && FPlatformMisc::IsEnsureAllowed()) \
{ \
bExecuted = true; \
FDebug::OptionallyLogFormattedEnsureMessageReturningFalse(true, #InExpression, __FILE__, __LINE__, ##__VA_ARGS__); \
if (!FPlatformMisc::IsDebuggerPresent()) \
{ \
FPlatformMisc::PromptForRemoteDebugging(true); \
return false; \
} \
return true; \
} \
return false; \
}) && ([] () { PLATFORM_BREAK(); } (), false)))
https://github.com/Re-UE4SS/UEPseudo/pull/87 introduced a breaking change whenever we compile in xxxDEBUGxxx mode due to a missing UE_DEBUG_SECTION def as well as unimplemented
FPlatformMisc:IsEnsureAllowed()
FPlatformMisc:IsDebuggerPresent()
FPlatformMisc::PromptForRemoteDebugging(bool)
I will not be making a fix in #494 since it's out of scope of that change.
Describe the bug GenericPlatformMath.hpp @ L410: error C2760: syntax error: 'UE_DEBUG_SECTION' was unexpected here; expected '{'
To Reproduce Using my command line:
xmake f --profilerFlavor=Tracy --cxxflags="-DSTATS=0" -m "Game__Debug__Win64" -y && xmake
Untested with the default command line or VS, but I'd be surprised if the problem didn't exist with those.Expected behavior The
Game__Debug__Win64
target is expected to successfully build.Desktop (please complete the following information):