liamkf / Unreal_FASTBuild

Allows UnrealEngine to be built with FASTBuild for VS2015/VS2017 and Windows 10.
MIT License
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two issues #16

Closed qloach closed 6 years ago

qloach commented 7 years ago

1 when build and cook linux server, there is lots warning like this:

[11:10:16][Step 5/6] UnrealBuildTool: We failed to find /fo, which may be a problem. [11:10:16][Step 5/6] UnrealBuildTool: Action.CommandArguments: -c -pipe -nostdinc++ -IThirdParty/Linux/LibCxx/include/ -IThirdParty/Linux/LibCxx/include/c++/v1 -Wall -Werror -funwind-tables -Wsequence-point -fno-math-errno -fno-rtti -fdiagnostics-format=msvc -Wno-unused-private-field -Wno-tautological-compare -Wno-undefined-bool-conversion -Wno-unused-local-typedef -Wno-inconsistent-missing-override -Wno-undefined-var-template -Wno-unused-variable -Wno-unused-function -Wno-switch -Wno-unknown-pragmas -Wno-invalid-offsetof -Wno-gnu-string-literal-operator-template -Wshadow -Wno-error=shadow -Wundef -Wno-error=undef -Wno-unused-value -fomit-frame-pointer -gdwarf-3 -O2 -fno-exceptions -DPLATFORM_EXCEPTIONS_DISABLED=1 -D_LINUX64 -target x86_64-unknown-linux-gnu --sysroot="C:\v8_clang-3.9.0-centos7\x86_64-unknown-linux-gnu" -I"C:\BuildAgent\work\24c385fd8bd91eb\Engine\Source" -I"Runtime/RHI/Private" -I"Runtime/RHI/Public" -I"Runtime/RHI" -I"Runtime/Core/Public" -I"Runtime/Core/Public/Internationalization" -I"Runtime/Core/Public/Async" -I"Runtime/Core/Public/Containers" -I"Runtime/Core/Public/Delegates" -I"Runtime/Core/Public/GenericPlatform" -I"Runtime/Core/Public/HAL" -I"Runtime/Core/Public/Logging" -I"Runtime/Core/Public/Math" -I"Runtime/Core/Public/Misc" -I"Runtime/Core/Public/Modules" -I"Runtime/Core/Public/Modules/Boilerplate" -I"Runtime/Core/Public/ProfilingDebugging" -I"Runtime/Core/Public/Serialization" -I"Runtime/Core/Public/Serialization/Csv" -I"Runtime/Core/Public/Stats" -I"Runtime/Core/Public/Templates" -I"Runtime/Core/Public/UObject" -I"Runtime/Core/Public/Linux" -I"Runtime/Core" -x c++ -std=c++14 -include "C:\BuildAgent\work\24c385fd8bd91eb\Projects\Nova\Intermediate\Build\Linux\B4D820EA\NovaServer\Shipping\Core\SharedPCH.Core.h" -include "C:\BuildAgent\work\24c385fd8bd91eb\Projects\Nova\Intermediate\Build\Linux\B4D820EA\NovaServer\Shipping\RHI\Definitions.RHI.h" -o "C:\BuildAgent\work\24c385fd8bd91eb\Projects\Nova\Intermediate\Build\Linux\B4D820EA\NovaServer\Shipping\RHI\Module.RHI.cpp.o" "C:\BuildAgent\work\24c385fd8bd91eb\Projects\Nova\Intermediate\Build\Linux\B4D820EA\NovaServer\Shipping\RHI\Module.RHI.cpp" [11:10:16][Step 5/6] UnrealBuildTool: We have no OutputObjectFileName. Bailing.

and We failed to find /OUT:, which may be a problem.

then UnrealBuildTool: FBuild: Error: BUILD FAILED: all

2 when build engine, sometimes failed to parse project header, like this: [11:15:32][Step 5/8] UnrealBuildTool: Running UnrealHeaderTool "C:\BuildAgent\work\24c385fd8bd91eb\Projects\Nova\Nova.uproject" "C:\BuildAgent\work\24c385fd8bd91eb\Projects\Nova\Intermediate\Build\Win64\Nova\Development\Nova.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors [11:15:33][Step 5/8] UnrealBuildTool: Error: UnrealHeaderTool failed for target 'Nova' (platform: Win64, module info: C:\BuildAgent\work\24c385fd8bd91eb\Projects\Nova\Intermediate\Build\Win64\Nova\Development\Nova.uhtmanifest, exit code: CrashOrAssert (3)). [11:15:33][Step 5/8] CommandUtils.Run: Run: Took 2.5268628s to run UnrealBuildTool.exe, ExitCode=3

if I rebuild the engine, then it's OK.

thank for your help!

liamkf commented 7 years ago

Hi there!

For the first issue I'm not sure which compiler is used to compile for Linux... on Windows? I haven't ever tried that! But it looks like it might be using clang, so to get that working you will likely want to add an additional build type so that it can parse out the parameters correctly. Starting with the orbis/PS4 configuration should get you most of the way there as it also uses clang!

The second issue I also haven't seen, but it vaguely looks like the UnrealHeaderTool is crashing during your build! I'm not sure why that would be, but if it happens reliably, I would start a debugging session of the UnrealHeaderTool with the same parameters it is using to see if there's something you can see.

I hope that helps!

Cheers, Liam