Hi Epic guys!
I need a little help here!
I have been trying for the last two days to get a simple standalone program to work and I am getting really frustrated cause I cant get it to work. I am really lost. Could you pIease give me some advices on how to proceed?
What I need: A simple window with a viewport and a rotating cube on the screen!
I copied SlateViewer code, made some changes, so it was renamed to TestApp and got a simple Slate window up and running. Then I tried to add the Engine module to subclass the FViewportClient class so I could use a SViewport to show a cube on the screen and thats where things got complicated. So I have just been trying to add Engine module to my project. But it seems I am missing something.
I have added the Engine.h include in my TestApp.h header and have added the Engine module name to my TestApp.Build.cs file.
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"Engine",
"Slate",
"StandaloneRenderer",
"Projects"
});
Have changed my file TestApp.Target.cs so it would compile against the engine
public override void SetupGlobalEnvironment(
TargetInfo Target,
ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
)
{
UEBuildConfiguration.bCompileNetworkProfiler = false;
UEBuildConfiguration.bBuildEditor = false;
OutLinkEnvironmentConfiguration.bHasExports = false;
OutLinkEnvironmentConfiguration.bBuildAdditionalConsoleApplication = false;
}
And regenerated project files with GenerateProjectFiles.bat.
My solution platform is set to Development Win64 on Configuration Manager I have only UE4 and TestApp set to build, where UE4 is set to Development_Game x64 and TestApp is set to Development_Program x64.
You can look in the log file that it is trying to compile UnrealEd.h even though I have set bBuildEditor to false.
I dont know what to do anymore. Can someone give me some light on this?
I have attached my source files and build log.
Tks.