I while ago I created an inventory following this tutorial. Upgrading to 4.16 went just fine. Now I am having troubles with my inventory on 4.17 and I don't know how to fix them. Everything is set up like in the tutorial but the Construct Event of the UI_Inventory widget is never called. First time I try to open the inventory the game knows that the inventory was not yet created and attemps to create it. The create widget function does not fail. It runs through and adds the inventory placeholder to the screen. But during the create widget function the Construct Event of the widget to be created is never executed.
How can I fix this? Thanks in advance!
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kamrann repliedOriginally posted by RoadStar View PostHow can I expose the Engine native structures like FBoneReference now? It's USTRUCT(), not USTRUCT(BlueprintType)
Note that BlueprintType is specifically for use in blueprint graphs; distinct from exposing something to the details panel of a blueprint, which can be done with any USTRUCT.
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RoadStar repliedOriginally posted by kamrann View PostUHT is stricter in 4.17, you may have to fix up some issues with incompatible specifiers that it previously let slide.
One requirement is that USTRUCTs with Blueprint-accessible UPROPERTYs are themselves marked as BlueprintType.
Can you advise me something please?
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rYuxq repliedOriginally posted by Rama View PostVS 2017 support started in UE 4.14.
You still need VS2015 update 3 even if you want to use VS 2017, at least that was my experience when I tried compiling in 2017
If anyone discovers otherwise let me know
Rama
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SlimeQ repliedMy project is working fine in the editor, but I still can't get a package to run. When I click on the game, the process starts but nothing comes up. The log ends here:
Code:[2017.08.14-14.53.56:350][ 0]LogPakFile: New pak file ../../../ProxyWarVR/Content/Paks/ProxyWarVR-WindowsNoEditor.pak added to pak precacher. [2017.08.14-14.53.56:489][ 0]LogInit: Selected Device Profile: [WindowsNoEditor] [2017.08.14-14.53.56:703][ 0]LogContentStreaming: Texture pool size is 1000.00 MB
Code:CreateDefaultSubobject<UWidgetComponent>()
it is stopping on TWO of these lines (in my character and in my menu actor). Both of these lines are CreateDefaultSubobject<UWidgetComponent>.
Looking at the threads, there seems to be a CrashReportingThread running but no crash reporter is ever shown.
I've tried packaging a basic FPS template with a test actor containing a UWidgetComponent and it worked fine, so I'm sort of at a loss here. This appears to be unique to my project.
UPDATE I removed the UWidgetComponent as a subobject from my character and now it works fine. I am still able to have a widget in my "Tablet" class, however. This one is pretty bafflingLast edited by SlimeQ; 08-14-2017, 11:32 AM.
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enzoravo repliedOriginally posted by ryanjon2040 View PostYou set your project name to test but UBT is taking it as a Solution Configuration (because UBT includes a configuration called Test). Rename the project to testproject or something else and it should work.
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ryanjon2040 repliedOriginally posted by enzoravo View PostCode:The project could not be compiled. Would you like to open it in Visual Studio? Running C:/Program Files/Epic Games/UE_4.17/Engine/Binaries/DotNET/UnrealBuildTool.exe test Development Win64 -project="C:/Users/Administrator/Documents/Unreal Projects/test/test.uproject" -editorrecompile -progress -NoHotReloadFromIDE ERROR: Multiple configurations specified on command line (first Test, then Development)
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enzoravo repliedmore info about my issue, i saw the first post of this thread where Rama said that ue4 4.17 needs visual studio 2015 update 3 to compile projects.
i have installed de visual studio 2015 with update 3 (community version) and tried to create a new c++ third person project, but i'm receiving the same message
Code:The project could not be compiled. Would you like to open it in Visual Studio? Running C:/Program Files/Epic Games/UE_4.17/Engine/Binaries/DotNET/UnrealBuildTool.exe test Development Win64 -project="C:/Users/Administrator/Documents/Unreal Projects/test/test.uproject" -editorrecompile -progress -NoHotReloadFromIDE ERROR: Multiple configurations specified on command line (first Test, then Development)
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enzoravo repliedhello, i have update to ue4 4.17.0 and i'm trying to create a new c++ project and i'm getting this error
Code:The project could not be compiled. Would you like to open it in Visual Studio? Running C:/Program Files/Epic Games/UE_4.17/Engine/Binaries/DotNET/UnrealBuildTool.exe test Development Win64 -project="C:/Users/Administrator/Documents/Unreal Projects/test/test.uproject" -editorrecompile -progress -NoHotReloadFromIDE ERROR: Multiple configurations specified on command line (first Test, then Development)
any ideas how to fix this ?
thanks in advance for all the help.Last edited by enzoravo; 08-13-2017, 09:46 PM.
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ZioYuri78 repliedOriginally posted by huatson View PostWorkaround for that :
1. Delete vs/Binaries/Intermediate/Save folders
2. Delete Solution File (Not project File), optional delete VC Data File
3. Right click on Project File and " Generate VS Project Files"
4. Open New solution file and Rebuild.
5. Done!
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Rama repliedDear Community,
Thank you for the link [MENTION=294220]Jess.Hider[/MENTION]!
Originally posted by kamrann View PostNote a number of people have reported having this incredibly annoying bug with compiling projects for 4.17. It seems to be hit and miss, but may be specific to VS 2017.
Sounds like Epic Ben Marsh will be getting us a QFE really soon!
I presume it will go live here when it is ready:
https://forums.unrealengine.com/show...-Fix-Solutions
Originally posted by TheJamsh View PostJust found this one. OPTIONAL_BINDING is no longer valid in Slate syntax.
And thanks for sharing about the new rules regarding plugins
~~~
Sharing together like this really makes these big C++ engine updates a lot more fun!
♥
RamaLast edited by Rama; 08-10-2017, 11:29 PM.
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SlimeQ repliedI somehow managed to get a shipping build done and when I click on the exe it starts the process but nothing happens. I have to close it from the task manager. The only bad things I see in the log files are these:
Code:LogWindows: LoadLibraryWithSearchPaths failed for file aqProf.dll. GetLastError=0 LogWindows: LoadLibraryWithSearchPaths failed for file VtuneApi.dll. GetLastError=0 LogWindows: LoadLibraryWithSearchPaths failed for file VtuneApi32e.dll. GetLastError=0
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huatson repliedOriginally posted by ZioYuri78 View PostHey all,
when i try to launch editor from VS2017 i have this error:
and of course because i don't have UE4.exe in that folder, any idea on how to solve it/why happen?
1. Delete vs/Binaries/Intermediate/Save folders
2. Delete Solution File (Not project File), optional delete VC Data File
3. Right click on Project File and " Generate VS Project Files"
4. Open New solution file and Rebuild.
5. Done!
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