dotBunny / CLionSourceCodeAccess

A CLion Plugin for Unreal Engine
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Error on clicking on Generate CMakeLists #68

Open sytelus opened 7 years ago

sytelus commented 7 years ago

I'm trying to use the plugin in Unreal 4.15 with AirSim project. First I got compile error which I traced back to Build.cs and below simple change fixed it: public CLionSourceCodeAccess(TargetInfo Target)

I set the IDE as CLion following the instructions. However when I click on Generate CmakeLists in File menu I get little dialog box with just below message:

Unable to produce project files

Are there any additional information that I can use to debug? Or is this plugin only usable for Unreal 4.16?

reapazor commented 7 years ago

Albeit not updated, https://github.com/dotBunny/CLionSourceCodeAccess/releases/tag/4.15 marks the last known release to work with 4.15

reapazor commented 7 years ago

You would need to back port the most recent changes unfortunately. To compound it, i'll be marking 4.16 shortly and starting to work on 4.17/4.18 compatibility as theres some depreciated functions needing some changing.

M-Pixel commented 7 years ago

I've run into Unable to produce project files in a completely fresh project on 4.17.

It was working for me with UE 4.17.1 + VS2015, then I came across the fact that Visual Studio 2017 is recommended over Visual Studio 2015 in the UE4 documentation, and did the following:

  1. Uninstall Visual Studio 2015 and Unreal
  2. Install UE4 4.17.1
  3. Launch UE4, switch to C++ tab, click the button to install Visual Studio 2017
  4. Close the project
  5. Git clone CLionSourceCodeAccess into project's Plugins folder
  6. Change the engine version in the .uplugin file from "4.17.0" to "4.17.1"
  7. Open the project
  8. Specify clang, clang++, and clion executables in the CLion section of the project settings
  9. Try "Generate CMakeList"

Then I get the error.

Question: "Unable to produce project files" seems to be a CMake error. How can I able to tail or locate any logs that would give me more information about this failure, in order to diagnose and fix it? Are there any caches that I should try deleting?

reapazor commented 6 years ago

As stated elsewhere 4.19 has a bug built-in late at release that we were unable to catch before the plugin was bundled, this has been worked on for 4.20 (but hasn't been put into the master branch yet).

UE is not for the faint of heart, no doubt. Unity might be a great stop gap for you for the time being.

If you are decided on UE, in order to fix the issue all you need to do is change the UE source code to pass a command line to UBT which tells it which generator to use for the projects (that was in my original PR). Then just recompile UE and your good to go ...

All parties, JetBrains, dotBunny and Epic are aware of this issue.