Closed Bernardrouhi closed 3 years ago
@Bernardrouhi
1: UE4 uses 2017 compiler by default so you will need to enable 2019 compiler option to use 2019 compiler.
2: Those errors you mentioned are not errors actually. The program just detects them as errors because of some regex expression.
3: I wasn't aware of the text overlapping. Thanks for pointing it out. I will fix it in next update.
@ryanjon2040
Okay, I tried building it again with VS2019, now I'm getting this
AutomationException: Attempt to add file to temp storage manifest that does not exist (D:\Epic Games\UE_Source\UnrealEngine\cpp.hint)
Any idea what cpp.hint
is?
...also Is there anyways to build it faster? (3 hours+)
@ryanjon2040 Thanks for the reply, alright, I'll post that on their forum.
@Bernardrouhi I'll close this issue for now since its not related to this application.
Apparently, it's a bug in 4.25.4, and it's fixed in version 4.26 here is the snapshot of the git repo.
I remove line 520 and compile it again, and it did compile successfully. (thought to share that here)
Thank you so much for letting me know. I only tried on 4.25.3.
I'm getting Error that VS2017 must be installed, while I do have VS2017 and VS2019. Not sure why it's not detecting it.
This is the command line:
BuildGraph -target="Make Installed Build Win64" -script="D:\Epic Games\UE_Source\UnrealEngine\Engine\Build\InstalledEngineBuild.xml" -set:WithDDC=false -set:SignExecutables=false -set:EmbedSrcSrvInfo=false -set:GameConfigurations=Development;Shipping -set:WithFullDebugInfo=false -set:HostPlatformEditorOnly=false -set:AnalyticsTypeOverride= -set:WithWin64=true -set:WithWin32=true -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithLumin=false -set:WithLinuxAArch64=false -set:CompileDatasmithPlugins=false -set:VS2019=false -set:WithServer=false -set:WithClient=false -set:WithHoloLens=false
I'm getting these errors :
SharedPCH.Core.ShadowErrors.cpp
SharedPCH.CoreUObject.ShadowErrors.cpp
SharedPCH.CoreUObject.RTTI.ShadowErrors.cpp
SharedPCH.UnrealEd.NoOptimized.RTTI.ShadowErrors.NoUndef.cpp
SharedPCH.Core.ShadowErrors.NoUndef.cpp
SharedPCH.UnrealEd.NoOptimized.ShadowErrors.cpp
SharedPCH.Engine.NoOptimized.ShadowErrors.cpp
SharedPCH.Slate.ShadowErrors.cpp
SharedPCH.UnrealEd.RTTI.ShadowErrors.cpp
SharedPCH.UnrealEd.ShadowErrors.cpp
SharedPCH.Engine.ShadowErrors.cpp
Something withShadowErrors
, any idea why?fyi, I'm trying to build Chaos, so I edited the
BuildEnvironment = TargetBuildEnvironment.Shared;
toBuildEnvironment = TargetBuildEnvironment.Unique;
and addedbCompileChaos = true;
andbUseChaos = true;
to theUE4Editor.Target.cs
. (That's since that's what unreal documentation required.), is this causing the ShadowErrors errors?...also I'm not sure what's going on at the status bar, probably need to give it some space or open a new window.
...and the last thing, regarding your documentation ("How to use"). "Copy the built binary to the UE4 source folder prepared above." after I built it, I copy the release folder in the bin folder and pasted it in the unreal source code directory, where GenerateProjectFiles.bat exists, am I doing it right?