Ah, I understand now. My error was that I was always updating to the HEAD revision. Thanks for the explanation!
We just updated the latest ‘Preview Release’ on GitHub with with full dependencies for the ‘latest-preview’ tag in master branch up-to-date as of yesterday (our latest QA smoke tested build). https://github.com/EpicGames/UnrealEngine/releases/tag/latest-preview
–Mike
Great thanks Mike. I’m already seeing some nice new “toys” in the preview code
Latest preview not comiling!
Sorry, we cannot reproduce this here yet. I pulled it down just now and Windows compiled fine under Development Editor configuration.
–Mike
Thanks for the reply mike. This is strange cause i can compile 4.1.x and 4.0.x fine with Development Editor Settings.
Didn’t compile for me too, got the same OpenGL errors as Eylisia. Also:
I also installed the optional dependencies, VS2013 Update 2, and Windows SDK.
I appreciate the effort, though
compiling from 4.1 is fine. But, I tried compiling last night (latest preview, and then separately from latest source). it wouldn’t compile Development Editor x64. I’ll try it again later tho, see if i missed copying over something
I had the same OpenGL errors plus not finding the “nvapi.h” file.
The opengl errors were gone when edited the file “Engine\Source\Runtime\OpenGLDrv\Private\Windows\OpenGLWindows.h” to remove references to glBufferStorage and it’s “EnumMacro”.
To fix the nvapi file I commented the #include and edited “Engine\Source\Runtime\Windows\D3D11RHI\D3D11RHI.Build.cs” to not include nvapi lib. And of course I also had to remove the reference to it in FD3D11DynamicRHI::RHIEnableDepthBoundsTest.
I can confirm that I was getting the same error and that mdias’ fix ended up working.
FYI. Latest 4.2 preview compiles without a single error
4.2 compiled and running,but in the package options only Windows and IOs appears.I’m using windows version.