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    Hello everybody! I'm trying to compile for Android and I get this errors

    Code:
    2>In file included from D:/Archivos/MEGA/Prototipos/Virtrin_Release/Proyecto/Virtrin_Release_418/Plugins/VictoryBPLibrary/Intermediate/Build/Android/UE4/Shipping/VictoryBPLibrary/Module.VictoryBPLibrary.gen.1_of_2.cpp:3:
    2>D:\Archivos\MEGA\Prototipos\Virtrin_Release\Proyecto\Virtrin_Release_418\Plugins\VictoryBPLibrary\Intermediate\Build\Android\UE4\Inc\VictoryBPLibrary\VictoryBPFunctionLibrary.gen.cpp(261,2): error : unknown type name 'APEXDESTRUCTION_API'
    2>        APEXDESTRUCTION_API UClass* Z_Construct_UClass_UDestructibleComponent_NoRegister();
    2>        ^
    2>D:\Archivos\MEGA\Prototipos\Virtrin_Release\Proyecto\Virtrin_Release_418\Plugins\VictoryBPLibrary\Intermediate\Build\Android\UE4\Inc\VictoryBPLibrary\VictoryBPFunctionLibrary.gen.cpp(261,28): error : expected ';' after top level declarator
    2>        APEXDESTRUCTION_API UClass* Z_Construct_UClass_UDestructibleComponent_NoRegister();
    2>                                  ^
    2>                                  ;
    2>In file included from D:/Archivos/MEGA/Prototipos/Virtrin_Release/Proyecto/Virtrin_Release_418/Plugins/VictoryBPLibrary/Intermediate/Build/Android/UE4/Shipping/VictoryBPLibrary/Module.VictoryBPLibrary.cpp:3:
    2>D:\Archivos\MEGA\Prototipos\Virtrin_Release\Proyecto\Virtrin_Release_418\Plugins\VictoryBPLibrary\Source\VictoryBPLibrary\Private\VictoryBPFunctionLibrary.cpp(51,10): fatal error : 'DestructibleComponent.h' file not found
    2>#include "DestructibleComponent.h"
    2>         ^
    2>D:\Archivos\MEGA\Prototipos\Virtrin_Release\Proyecto\Virtrin_Release_418\Plugins\VictoryBPLibrary\Intermediate\Build\Android\UE4\Inc\VictoryBPLibrary\VictoryBPFunctionLibrary.gen.cpp(8106,327): error : use of undeclared identifier 'Z_Construct_UClass_UDestructibleComponent_NoRegister'; did you mean 'Z_Construct_UClass_UPrimitiveComponent_NoRegister'?
    2>                        static const UE4CodeGen_Private::FObjectPropertyParams NewProp_DestructibleComp = { UE4CodeGen_Private::EPropertyClass::Object, "DestructibleComp", RF_Public|RF_Transient|RF_MarkAsNative, 0x0010000000080080, 1, nullptr, STRUCT_OFFSET(VictoryBPFunctionLibrary_eventVictoryDestructible_DestroyChunk_Parms, DestructibleComp), Z_Construct_UClass_UDestructibleComponent_NoRegister, METADATA_PARAMS(NewProp_DestructibleComp_MetaData, ARRAY_COUNT(NewProp_DestructibleComp_MetaData)) };
    2>                                                                                                                                                                                                                                                                                                                                                           ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    2>                                                                                                                                                                                                                                                                                                                                                           Z_Construct_UClass_UPrimitiveComponent_NoRegister
    2>D:\Archivos\MEGA\Prototipos\Virtrin_Release\Proyecto\Virtrin_Release_418\Plugins\VictoryBPLibrary\Intermediate\Build\Android\UE4\Inc\VictoryBPLibrary\VictoryBPFunctionLibrary.gen.cpp(82,21) :  note: 'Z_Construct_UClass_UPrimitiveComponent_NoRegister' declared here
    2>        ENGINE_API UClass* Z_Construct_UClass_UPrimitiveComponent_NoRegister();
    2>                           ^
    2>3 errors generated.
    2>1 error generated.
    What's wrong? Everything was fine in 4.17 (I did updated the plugin and everything to the most recent version)
    And BTW, compiling for Windows gives no errors

    Comment


      HTML5; version 4.18.1
      I installed according to the instructions: https://forums.unrealengine.com/show...l=1#post476476

      (RU )"Error: Не удается найти указанный файл" — (ENG) "Error: Can not find the specified file" ... and a link to the directory of my project (image 1)
      I copied the plugin files to the directory "Engine\Plugins\Runtime" (image 2)

      Comment


        I'm trying to package my project with the plugin in 4.16 for Win32/64 but when I start packaging it complains about Visual Studio 2015 not being installed. Do I really need to have it installed?
        And if so - why does it need it?
        portfolio/website: www.nelsonmaps.wordpress.com
        follow me on Twitter if you like!

        My UDK game Figure 8 on itch.io

        Comment


          Any project specific code plugin will want Visual Studio installed, the editor uses it to check if said plugin is up to date, and recompiles it if necessary. I believe you can actually use this instead of Visual Studio proper:
          https://code.visualstudio.com/

          Comment


            I tried that link but Visual Studio Code doesn't seem to work.
            Oh well... installing VS2015 now to see if that works.
            portfolio/website: www.nelsonmaps.wordpress.com
            follow me on Twitter if you like!

            My UDK game Figure 8 on itch.io

            Comment


              Hey there,
              I rly like to know if it is possible to package the plugin with Android? If yes is there any instruction on how to do it?
              Everything works fine on Windows, but i cant get it work on Android...such as getting "root path" etc.

              Would be very happy if someone can answer this.
              cheerio PA

              Comment


                What I noticed now after installing VS2015 is that the build just fails pretty much straight away with this in the log:

                Code:
                LogPlatformFile: Not using cached read wrapper
                LogInit:Display: RandInit(1343679726) SRandInit(1343679726).
                LogTaskGraph: Started task graph with 5 named threads and 8 total threads with 1 sets of task threads.
                LogStats: Stats thread started at 0.931260
                LogInit: Using libcurl 7.47.1
                LogInit:  - built for x86_64-pc-win32
                LogInit:  - supports SSL with OpenSSL/1.0.2g
                LogInit:  - supports HTTP deflate (compression) using libz 1.2.8
                LogInit:  - other features:
                LogInit:      CURL_VERSION_SSL
                LogInit:      CURL_VERSION_LIBZ
                LogInit:      CURL_VERSION_IPV6
                LogInit:      CURL_VERSION_ASYNCHDNS
                LogInit:      CURL_VERSION_LARGEFILE
                LogInit:      CURL_VERSION_IDN
                LogInit:  CurlRequestOptions (configurable via config and command line):
                LogInit:  - bVerifyPeer = false  - Libcurl will NOT verify peer certificate
                LogInit:  - bUseHttpProxy = false  - Libcurl will NOT use HTTP proxy
                LogInit:  - bDontReuseConnections = false  - Libcurl will reuse connections
                LogInit:  - CertBundlePath = nullptr  - Libcurl will use whatever was configured at build time.
                LogInit: Build: ++UE4+Release-4.16-CL-3561208
                LogInit: Engine Version: 4.16.3-3561208+++UE4+Release-4.16
                LogInit: Compatible Engine Version: 4.16.0-3452394+++UE4+Release-4.16
                LogInit: Net CL: 3452394
                LogDevObjectVersion: Number of dev versions registered: 16
                LogDevObjectVersion:   Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 9
                LogDevObjectVersion:   Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
                LogDevObjectVersion:   Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 2
                LogDevObjectVersion:   Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 17
                LogDevObjectVersion:   Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 23
                LogDevObjectVersion:   Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0
                LogDevObjectVersion:   Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
                LogDevObjectVersion:   Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
                LogDevObjectVersion:   Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
                LogDevObjectVersion:   Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
                LogDevObjectVersion:   Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 15
                LogDevObjectVersion:   Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 4
                LogDevObjectVersion:   Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
                LogDevObjectVersion:   Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
                LogDevObjectVersion:   Private-Geometry (6EACA3D4-40EC-4CC1-B786-8BED09428FC5): 1
                LogDevObjectVersion:   Dev-AnimPhys (29E575DD-E0A3-4627-9D10-D276232CDCEA): 3
                LogInit: Compiled (64-bit): Jul 28 2017 11:49:47
                LogInit: Compiled with Visual C++: 19.00.24215.01
                LogInit: Build Configuration: Development
                LogInit: Branch Name: ++UE4+Release-4.16
                LogInit: Command line:  
                LogInit: Base directory: C:/Program Files/Epic Games/UE_4.16/Engine/Binaries/Win64/
                LogInit: Installed Engine Build: 1
                LogInit: Presizing for max 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
                LogInit: Object subsystem initialized
                LogInit: Selected Device Profile: [Windows]
                LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
                LogInit: Computer: THINKBOCK
                LogInit: User: nelson
                LogInit: CPU Page size=4096, Cores=4
                LogInit: High frequency timer resolution =2.437501 MHz
                LogMemory: Memory total: Physical=15.9GB (16GB approx)
                LogMemory: Platform Memory Stats for Windows
                LogMemory: Process Physical Memory: 273.45 MB used, 273.45 MB peak
                LogMemory: Process Virtual Memory: 270.90 MB used, 270.90 MB peak
                LogMemory: Physical Memory: 5154.10 MB used,  11084.66 MB free, 16238.77 MB total
                LogMemory: Virtual Memory: 645.12 MB used,  11084.66 MB free, 134217728.00 MB total
                LogInit: Using OS detected language (en-US).
                LogInit: Using OS detected locale (en-US).
                LogTextLocalizationManager: No specific localization for 'en-US' exists, so the 'en' localization will be used.
                LogD3D11RHI: D3D11 adapters:
                LogD3D11RHI:    0. 'NVIDIA GeForce GTX 950M' (Feature Level 11_0)
                LogD3D11RHI:       2019/0/8072 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:1, VendorId:0x10de
                LogD3D11RHI:    1. 'Intel(R) HD Graphics 630' (Feature Level 11_0)
                LogD3D11RHI:       128/0/8072 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x8086
                LogD3D11RHI:    2. 'Microsoft Basic Render Driver' (Feature Level 11_0)
                LogD3D11RHI:       0/0/8072 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
                LogD3D11RHI: Chosen D3D11 Adapter: 0
                LogD3D11RHI: Creating new Direct3DDevice
                LogD3D11RHI:     GPU DeviceId: 0x139a (for the marketing name, search the web for "GPU Device Id")
                LogWindows: EnumDisplayDevices:
                LogWindows:    0. 'Intel(R) HD Graphics 630' (P:1 D:1)
                LogWindows:    1. 'Intel(R) HD Graphics 630' (P:0 D:0)
                LogWindows:    2. 'Intel(R) HD Graphics 630' (P:0 D:0)
                LogWindows: DebugString: PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter FoundDriverCount:0 
                LogD3D11RHI:     Adapter Name: NVIDIA GeForce GTX 950M
                LogD3D11RHI:   Driver Version: Unknown (internal:Unknown, unified:Unknown)
                LogD3D11RHI:      Driver Date: Unknown
                LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
                LogD3D11RHI: Async texture creation enabled
                LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 1)
                LogShaderCompilers: Guid format shader working directory is -11 characters bigger than the processId version (../../../../../../Users/nelson/Desktop/HalloweenVS_Victory/Intermediate/Shaders/WorkingDirectory/9540/).
                LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/nelson/AppData/Local/Temp/UnrealShaderWorkingDir/1BDF947C47C5C5726505A1A71783A527/'.
                LogShaderCompilers:Display: Using Local Shader Compiler.
                LogTemp:Display: Loaded TP AllDesktopTargetPlatform
                LogTemp:Display: Loaded TP MacClientTargetPlatform
                LogTemp:Display: Loaded TP MacNoEditorTargetPlatform
                LogTemp:Display: Loaded TP MacServerTargetPlatform
                LogTemp:Display: Loaded TP MacTargetPlatform
                LogTemp:Display: Loaded TP WindowsClientTargetPlatform
                LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
                LogTemp:Display: Loaded TP WindowsServerTargetPlatform
                LogTemp:Display: Loaded TP WindowsTargetPlatform
                LogTemp:Display: Loaded TP AndroidTargetPlatform
                LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
                LogTemp:Display: Loaded TP Android_ATCTargetPlatform
                LogTemp:Display: Loaded TP Android_DXTTargetPlatform
                LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
                LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
                LogTemp:Display: Loaded TP Android_MultiTargetPlatform
                LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
                LogTemp:Display: Loaded TP HTML5TargetPlatform
                LogTemp:Display: Loaded TP IOSTargetPlatform
                LogTemp:Display: Loaded TP TVOSTargetPlatform
                LogTemp:Display: Loaded TP LinuxClientTargetPlatform
                LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
                LogTemp:Display: Loaded TP LinuxServerTargetPlatform
                LogTemp:Display: Loaded TP LinuxTargetPlatform
                LogTargetPlatformManager:Display: Building Assets For Windows
                LogDerivedDataCache:Display: Max Cache Size: 512 MB
                LogDerivedDataCache: Loaded boot cache 1.04s 90MB C:/Users/nelson/AppData/Local/UnrealEngine/4.16/DerivedDataCache/Boot.ddc.
                LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/nelson/AppData/Local/UnrealEngine/4.16/DerivedDataCache/Boot.ddc
                LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file ../../../../../../Users/nelson/Desktop/HalloweenVS_Victory/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
                LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
                LogDerivedDataCache: FDerivedDataBackendGraph:  CompressedPak pak cache file ../../../../../../Users/nelson/Desktop/HalloweenVS_Victory/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
                LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
                LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
                LogDerivedDataCache: Using Local data cache path C:/Users/nelson/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
                LogMaterial: Verifying Global Shaders for PCD3D_SM5
                LogSlate: Using Freetype 2.6.0
                LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
                LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
                LogInit: Selected Device Profile: [Windows]
                LogContentStreaming: Texture pool size is 0.00 MB
                LogMeshUtilities: Using QuadricMeshReduction for automatic static mesh reduction
                LogSimplygon: Simplygon DLL not present - disabling.
                LogMeshUtilities: Using SimplygonSwarm for distributed automatic mesh merging
                LogMeshUtilities: No automatic skeletal mesh reduction module available
                LogMeshUtilities: No automatic mesh merging module available
                LogNetVersion: HalloweenVS , NetCL: 3452394, EngineNetVer: 2, GameNetVer: 0 (Checksum: 3556314167)
                LogAssetRegistry: FAssetRegistry took 0.0300 seconds to start up
                LogPackageLocalizationCache: Processed 4 localized package path(s) for 2 prioritized culture(s) in 0.056665 seconds
                LogUObjectArray: 34014 objects as part of root set at end of initial load.
                LogUObjectAllocator: 7214384 out of 0 bytes used by permanent object pool.
                LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
                LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
                LogTcpMessaging: Initializing TcpMessaging bridge
                LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
                LogMaterial: Uniform references updated for custom material expression Custom.
                SourceControl: Info Source control is disabled
                SourceControl: Info Source control is disabled
                SourceControl: Info Source control is disabled
                SourceControl: Info Source control is disabled
                LogEngine: Initializing Engine...
                LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset -  0.000 s
                LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast -  0.000 s
                LogAIModule: Creating AISystem for world Untitled
                LogInit: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
                LogInit: FAudioDevice initialized.
                LogDerivedDataCache: Saved boot cache 0.05s 90MB C:/Users/nelson/AppData/Local/UnrealEngine/4.16/DerivedDataCache/Boot.ddc.
                LogInit: Texture streaming: Enabled
                LogEngineSessionManager: EngineSessionManager initialized
                LogWindowsTextInputMethodSystem:Display: IME system now deactivated.
                LogInit: Transaction tracking system initialized
                BlueprintLog: New page: Editor Load
                LocalizationService: Info Localization service is disabled
                LogFileCache: Scanning file cache for directory 'C:/Users/nelson/Desktop/HalloweenVS_Victory/Content/' took 0.02s
                LogCook:Display: Max memory allowance for cook 16384mb min free memory 0mb
                LogCook:Display: Mobile HDR setting 1
                SourceControl: Info Source control is disabled
                Cmd: MAP LOAD FILE="../../../../../../Users/nelson/Desktop/HalloweenVS_Victory/Content/Maps/HalloweenGame_Level.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
                LightingResults: New page: Lighting Build
                MapCheck: New page: Map Check
                LightingResults: New page: Lighting Build
                LogAIModule: Creating AISystem for world HalloweenGame_Level
                LogSkeletalMesh: USkeletalMeshComponent::InitArticulated : Could not find root physics body: CharacterMesh0
                LogEditorServer: Finished looking for orphan Actors (0.000 secs)
                Cmd: MAP CHECKDEP NOCLEARLOG
                MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 58.207ms to complete.
                LogFileHelpers: Loading map 'HalloweenGame_Level' took 3.255
                LogCrashTracker: Crashtracker disabled due to settings.
                LogCollectionManager: Loaded 0 collections in 0.001442 seconds
                LogFileCache: Scanning file cache for directory 'C:/Users/nelson/Desktop/HalloweenVS_Victory/Saved/Collections/' took 0.01s
                LogFileCache: Scanning file cache for directory 'C:/Users/nelson/Desktop/HalloweenVS_Victory/Content/Developers/nelson/Collections/' took 0.01s
                LogFileCache: Scanning file cache for directory 'C:/Users/nelson/Desktop/HalloweenVS_Victory/Content/Collections/' took 0.01s
                LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000001 seconds
                LogContentBrowser: Native class hierarchy populated in 0.0101 seconds. Added 2307 classes and 449 folders.
                LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0005 seconds. Added 0 classes and 0 folders.
                LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0006 seconds. Added 0 classes and 0 folders.
                LogSlate: Took 0.006765 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
                LogSlate: Took 0.005015 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K)
                LogRenderer: Reallocating scene render targets to support 1168x964 NumSamples 1 (Frame:1).
                LogUObjectGlobals:Warning: Failed to find object 'Class None.'
                LogContentBrowser: Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0006 seconds. Added 1 classes and 2 folders.
                LogLoad: (Engine Initialization) Total time: 34.35 seconds
                LogLoad: (Engine Initialization) Total Blueprint compile time: 0.51 seconds
                LogExternalProfiler: Found external profiler: VSPerf
                LogExternalProfiler: Using external profiler: VSPerf
                LogContentStreaming: Texture pool size now 1000 MB
                LogAssetRegistry: Asset discovery search completed in 17.1507 seconds
                LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000000 seconds (found 0 objects)
                LogCollectionManager: Fixed up redirectors for 0 collections in 0.000038 seconds (updated 0 objects)
                UATHelper: Packaging (Windows (32-bit)): Running AutomationTool...
                UATHelper: Packaging (Windows (32-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/Users/nelson/Desktop/HalloweenVS_Victory/HalloweenVS.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=C:/Users/nelson/Desktop/HalloweenVS_Victory/HalloweenVS.uproject -cook -stage -archive -archivedirectory="C:/Users/ne
                lson/Documents/Unreal Projects/HalloweenVS/Testbuild" -package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -clean -compressed -pak -prereqs -distribution -nodebuginfo -targetplatform=Win32 -build -utf8output
                UATHelper: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\nelson\Desktop\HalloweenVS_Victory\HalloweenVS.uproject
                UATHelper: Packaging (Windows (32-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
                UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe HalloweenVS Win32 Shipping -Project=C:\Users\nelson\Desktop\HalloweenVS_Victory\HalloweenVS.uproject -clean C:\Users\nelson\Desktop\HalloweenVS_Victory\HalloweenVS.uproject -NoUBTMakefiles  -remoteini="C:\Users\nelson
                \Desktop\HalloweenVS_Victory" -nobuilduht -NoHotReload
                UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: Messages while compiling C:\Users\nelson\Desktop\HalloweenVS_Victory\Intermediate\Build\BuildRules\HalloweenVSModuleRules.dll:
                UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: c:\Users\nelson\Desktop\HalloweenVS_Victory\Plugins\VictoryPlugin\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs(7,9) : warning CS0618: 'UnrealBuildTool.ModuleRules.ModuleRules()' is obsolete: 'Please change your module constructor to take a ReadOnlyTargetRules parameter, and pass it to the base cl
                *** constructor (eg. "MyModuleRules(ReadOnlyTargetRules Target) : base(Target)").'
                UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: C:\Users\nelson\Desktop\HalloweenVS_Victory\Plugins\VictoryPlugin\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs: warning: Module constructors should take a ReadOnlyTargetRules argument (rather than a TargetInfo argument) and pass it to the base class constructor from 4.15 onwards. Please update th
                e method signature.
                UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: ERROR: No 32-bit compiler toolchain found in C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe
                UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 1.2237554s to run UnrealBuildTool.exe, ExitCode=5
                UATHelper: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe HalloweenVS Win32 Shipping -Project=C:\Users\nelson\Desktop\HalloweenVS_Victory\HalloweenVS.uproje
                ct -clean C:\Users\nelson\Desktop\HalloweenVS_Victory\HalloweenVS.uproject -NoUBTMakefiles  -remoteini="C:\Users\nelson\Desktop\HalloweenVS_Victory" -nobuilduht -NoHotReload. See logfile for details: 'UnrealBuildTool-2017.12.03-21.16.18.txt' 
                UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
                UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
                UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
                UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
                UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.UE4Build.CleanWithUBT(String TargetName, UnrealTargetPlatform Platform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
                UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictio
                nary`2 InTargetToManifest)
                UATHelper: Packaging (Windows (32-bit)):    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
                UATHelper: Packaging (Windows (32-bit)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
                UATHelper: Packaging (Windows (32-bit)):    at BuildCookRun.ExecuteBuild()
                UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.BuildCommand.Execute()
                UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
                UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.Automation.Process(String[] Arguments)
                UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.Program.MainProc(Object Param)
                UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
                UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.Program.Main()
                UATHelper: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
                UATHelper: Packaging (Windows (32-bit)): BUILD FAILED
                PackagingResults:Error: Error Unknown Error
                LogSlate: Took 0.006746 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/FontAwesome.ttf' (139K)
                LogSlate: Took 0.006484 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/DroidSansMono.ttf' (77K)
                Can anyone help me with this?
                Last edited by nELsOn; 12-03-2017, 05:18 PM.
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                Comment


                  Originally posted by nELsOn View Post
                  What I noticed now after installing VS2015 is that the build just fails pretty much straight away with this in the log:

                  Code:
                  See logfile for details: 'UnrealBuildTool-2017.12.03-21.16.18.txt'
                  Can anyone help me with this?
                  I would advise to search and open "UnrealBuildTool-2017.12.03-21.16.18.txt" file for more details.

                  Comment


                    Hey Rama, just wanted to let you know that the link you have for 4.17 is off... From the *.uplugin file:

                    Code:
                    "EngineVersion": "4.18.0"
                    I *think* I have an old 4.17 version floating around, but hopefully you can get that squared away Thanks for all the awesome you rain down on us!

                    [edit]
                    I checked out a few forks of the plugin, and found one that compile for both development and shipping and works in my custom engine version: https://github.com/Bardaf01/VictoryPlugin

                    So, thanks to Bardaf01 (whoever that is)! I fiddled around with compiling things myself, but ran into walls with ISM and a couple other things...
                    [/edit]
                    Last edited by Derjyn; 12-08-2017, 06:30 AM.

                    Comment


                      Getting a problem in 4.18 during packaging (32 or 64bit) which reads:
                      ERROR: Unable to find plugin 'ApexDestruction' (referenced via ArraySaver.uproject -> VictoryBPLibrary.uplugin). Install it and try again, or remove it from the required plugin list.

                      Tried the steps here: https://answers.unrealengine.com/que...es-in-418.html
                      with no luck. I'm not using any features that would require ApexDestruction but can't disable it without also disabling Victory.

                      Any tips? Thanks!

                      Comment


                        Plugin doesn't work with MACOS, anyone help me pls D:
                        Nvidia GameWorks builds | 4.18.3 : Flex, Flow, VXGI, Blast, HairWorks, Volumetric Light, WaveWorks - Here

                        Comment


                          Thanks a lot Rama. This is amazing! I don't know why I haven't installed this yet! Will definitely list your name in the credits!

                          Comment


                            Hi ! Is there a link for 4.18 ? Or for all versions ?

                            Comment


                              where I can download this plugin for versione 4.18?

                              Comment


                                Originally posted by visualnotte View Post
                                where I can download this plugin for versione 4.18?
                                You can download from github: https://github.com/EverNewJoy/VictoryPlugin and compile into your C++ project.

                                teak
                                "A little bit of nonsense now and then is cherished by the wisest men..."
                                -- Willy Wonka

                                Smooth Zoom Camera Plugin for 4.24 here.

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