dotBunny / CLionSourceCodeAccess

A CLion Plugin for Unreal Engine
138 stars 26 forks source link

Unable to get this working with UE 4.17.2 on Ubuntu 16.04 #94

Closed YashBansod closed 6 years ago

YashBansod commented 6 years ago

Can someone tell how to make this work for UE 4.17.2?

I get the same error as mentioned in #75. The following is my project directory: screen1 I see that even though the empty class was created in a subfolder: ${Proj_Home}/Source/MyProject/ the Plugin folder wasn't created. So, I made a Plugins folder and Cloned this repository into it. screen2 I open the UE4 Editor and open MyProject and I get the following Error. screen3 I press No. Then this comes up: screen4 I press Yes. Then this comes up: screen5 I press Yes. And Finally I get this error: screen6 This is the Terminal view at that point: screen7 I press OK and it just fails.

YashBansod commented 6 years ago

For convenience I am adding the logs: Logs.txt

and pasting the relevant section of Logs printed on the terminal here: `Reflection code generated for MyProjectEditor in 11.2294847 seconds @progress pop Using bundled libc++ standard C++ library. Using fast way to relink circularly dependent libraries (no FixDeps). Performing 3 actions (56 in parallel) [2/3] Compile Module.CLionSourceCodeAccess.cpp [1/3] Compile Module.CLionSourceCodeAccess.gen.cpp In file included from /home/uidk4283/Documents/Unreal Projects/MyProject/Plugins/CLionSourceCodeAccess/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/CLionSourceCodeAccess/Module.CLionSourceCodeAccess.cpp:2: /home/uidk4283/Documents/Unreal Projects/MyProject/Plugins/CLionSourceCodeAccess/Source/CLionSourceCodeAccess/Private/CLionSettings.cpp:182:90: error: no member named 'ProjectDir' in 'FPaths' this->CachedCMakeListPath = FPaths::Combine(FPaths::ConvertRelativePathToFull(FPaths::ProjectDir()),


In file included from /home/uidk4283/Documents/Unreal Projects/MyProject/Plugins/CLionSourceCodeAccess/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/CLionSourceCodeAccess/Module.CLionSourceCodeAccess.cpp:3:
In file included from /home/uidk4283/Documents/Unreal Projects/MyProject/Plugins/CLionSourceCodeAccess/Source/CLionSourceCodeAccess/Private/CLionSourceCodeAccessModule.cpp:8:
In file included from /home/uidk4283/Documents/Unreal Projects/MyProject/Plugins/CLionSourceCodeAccess/Source/CLionSourceCodeAccess/Private/CLionSourceCodeAccessModule.h:6:
/home/uidk4283/Documents/Unreal Projects/MyProject/Plugins/CLionSourceCodeAccess/Source/CLionSourceCodeAccess/Private/CLionSourceCodeAccessor.h:28:15: error: 'OpenSolutionAtPath' marked 'override' but does not
      override any member functions
        virtual bool OpenSolutionAtPath(const FString& InSolutionPath) override;
                     ^
/home/uidk4283/Documents/Unreal Projects/MyProject/Plugins/CLionSourceCodeAccess/Source/CLionSourceCodeAccess/Private/CLionSourceCodeAccessor.h:39:15: error: 'DoesSolutionExist' marked 'override' but does not
      override any member functions
        virtual bool DoesSolutionExist() const override;
                     ^
In file included from /home/uidk4283/Documents/Unreal Projects/MyProject/Plugins/CLionSourceCodeAccess/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/CLionSourceCodeAccess/Module.CLionSourceCodeAccess.cpp:4:
/home/uidk4283/Documents/Unreal Projects/MyProject/Plugins/CLionSourceCodeAccess/Source/CLionSourceCodeAccess/Private/CLionSourceCodeAccessor.cpp:65:68: error: no member named 'ProjectDir' in 'FPaths'
        FString ProjectPath = *FPaths::ConvertRelativePathToFull(*FPaths::ProjectDir());
                                                                  ~~~~~~~~^
/home/uidk4283/Documents/Unreal Projects/MyProject/Plugins/CLionSourceCodeAccess/Source/CLionSourceCodeAccess/Private/CLionSourceCodeAccessor.cpp:559:83: error: no member named 'ProjectDir' in 'FPaths'
                                             *FPaths::ConvertRelativePathToFull(*FPaths::ProjectDir()), LineNumber, *FullPath);
                                                                                 ~~~~~~~~^
/home/uidk4283/Documents/Unreal Projects/MyProject/Plugins/CLionSourceCodeAccess/Source/CLionSourceCodeAccess/Private/CLionSourceCodeAccessor.cpp:595:99: error: no member named 'ProjectDir' in 'FPaths'
        const FString Path = FString::Printf(TEXT("\"%s\""), *FPaths::ConvertRelativePathToFull(*FPaths::ProjectDir()));
                                                                                                 ~~~~~~~~^
/home/uidk4283/Documents/Unreal Projects/MyProject/Plugins/CLionSourceCodeAccess/Source/CLionSourceCodeAccess/Private/CLionSourceCodeAccessor.cpp:652:18: error: no member named 'TrimStartInline' in 'FString'
        sourceFilesList.TrimStartInline();
        ~~~~~~~~~~~~~~~ ^
/home/uidk4283/Documents/Unreal Projects/MyProject/Plugins/CLionSourceCodeAccess/Source/CLionSourceCodeAccess/Private/CLionSourceCodeAccessor.cpp:653:18: error: no member named 'TrimEndInline' in 'FString'
        sourceFilesList.TrimEndInline();
        ~~~~~~~~~~~~~~~ ^
8 errors generated.
ERROR: UBT ERROR: Failed to produce item: /home/uidk4283/Documents/Unreal Projects/MyProject/Plugins/CLionSourceCodeAccess/Binaries/Linux/libUE4Editor-CLionSourceCodeAccess.so
Total build time: 117.25 seconds (Local executor: 0.00 seconds)
LogInit: Warning: Still incompatible or missing module: libUE4Editor-CLionSourceCodeAccess.so
LogExit: Preparing to exit.
LogModuleManager: Shutting down and abandoning module DesktopPlatform (36)
LogModuleManager: Shutting down and abandoning module AnimationModifiers (34)
LogModuleManager: Shutting down and abandoning module PropertyEditor (33)
LogModuleManager: Shutting down and abandoning module AudioEditor (30)
LogModuleManager: Shutting down and abandoning module TextureCompressor (28)
LogModuleManager: Shutting down and abandoning module ShaderCore (26)
LogModuleManager: Shutting down and abandoning module Landscape (24)
LogModuleManager: Shutting down and abandoning module SlateRHIRenderer (22)
LogModuleManager: Shutting down and abandoning module OpenGLDrv (20)
LogModuleManager: Shutting down and abandoning module AnimGraphRuntime (18)
LogModuleManager: Shutting down and abandoning module Renderer (16)
LogModuleManager: Shutting down and abandoning module Engine (14)
LogModuleManager: Shutting down and abandoning module CoreUObject (12)
LogModuleManager: Shutting down and abandoning module NetworkFile (10)
LogModuleManager: Shutting down and abandoning module CookedIterativeFile (8)
LogModuleManager: Shutting down and abandoning module StreamingFile (6)
LogModuleManager: Shutting down and abandoning module SandboxFile (4)
LogModuleManager: Shutting down and abandoning module PakFile (2)
LogExit: Exiting.
LogInit: Tearing down SDL.
Exiting abnormally (error code: 1)`
reapazor commented 6 years ago

Maybe take a look at the 4.16 release, I never got around to mark a 4.17 ... its just API changes that typically break it. It's part of why I got the plugin into UE's master branch at this point, so between versions it can always be updated :)

https://github.com/dotBunny/CLionSourceCodeAccess/releases