hugoattal / ElectronicNodes

Wiring style for blueprint and material editors in the Unreal Engine
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Compile Failures #61

Closed Edstub207 closed 1 year ago

Edstub207 commented 2 years ago

Describe the bug There are a lot of compile failures with missing includes when using a non-PCH build (And non unity).

To Reproduce Steps to reproduce the behavior:

  1. Disable PCH and Unity Compilation
  2. Compile

Expected behavior No failures

Environment (please complete the following information):

Edstub207 commented 2 years ago

Hello @hugoattal is there any update on this? Also, 5.1 has failures as well - When do you expect to release a patch for these?

hugoattal commented 2 years ago

@Edstub207 Sorry about this, could you please indicate how exactly you disabled PCH and Unity compilation?

Just to confirm, you just set this in you Target.cs file?

bUseUnityBuild = false;
bUsePCHFiles = false;

Also, 5.1 has failures as well - When do you expect to release a patch for these?

The patch will be released in the 24-48h following the official release of 5.1 🙂

hugoattal commented 2 years ago

Sooo, I just tried the packaging (UE5.0 to Windows) with those flags, and it worked as expected... Could please create a minimal reproduction so that I can investigate this?

Edstub207 commented 2 years ago

@hugoattal Our targets use: WindowsPlatform.StaticAnalyzer = WindowsStaticAnalyzer.Default; bUsePCHFiles = false; bWithPushModel = true; bWarningsAsErrors = true; on standard UE5 with the plugin enabled, we target both the Win64 editor and Win64 Game.

hugoattal commented 2 years ago

I'm sorry, but I definitely couldn't reproduce the bug 😕...

If you could share me a zip of a minimal reproduction (empty project with EN activated and the right target file) with the exact steps you had to do to trigger this error, that would be extremely useful!