Adding a class with staticmesh throw breakpoint

Hello everyone, :slight_smile:
I’m trying to begin with C++ and UE4 by following the tutorial of the YT channel. Compiling a new project is working fine but as soon as I add a class I get a window during compiling speaking about loading of symbols for UE4 editor. This is with an empty class or with a simple bool in it : I have this “symbol window” but it is still working.
Then when I try to add a StaticMeshComponent, I get this symbol window and a breakpoint. I can’t have UE4 editor working as soon has I try to add this StaticMesh :confused:

Yesterday I had similar problems and I remember that something was speaking about a kernelbase.pdb (missing I think). I try to uninstall and reinstall both VisualStudio and UE4 and it is still not working.

For the little I understand it seems that something important for the static meshes is defined in this kernelbase.pdb and this file is absent (just a guess, I’m a c++ noob ^^)

What do I need to do to fix this ?

Thanks for your answers :slight_smile:

When you mean throw a breakpoint you mean it crashes and goes to the code where it crashed?

Hey Adinimys-

Make sure you close any editor windows prior to compiling your code in Visaul Studios. Also, could you include a screenshot of the error message you’re getting?

Cheers

This is what I’ve got during the compilation.

And this is what I traslate as a “breakpoint” if I’m not mistaken.

Sorry, my VS is in french, I didn’t managed to put it in English.

PS : I do close my editor before compiling, but I though it was usless : isn’t it the point of the 4.5 hotreload feature to avoid this ? Anyway I don’t think hotreload is the problem for me now, if only I could create my first class it xould be nice ^^

I mean like on the screenshot above : what we call in french “point d’arrêt”.
I’m sorry I didn’t manage to put my VS in english and I’m a noob in programation so maybe my translation is bad :confused:

Hey Adinimys-

The break point error is in relation to the declaration of the static mesh without it being set in the source file. Adding the following line of code to the constructor of the .cpp file should fix the break point.

MeshMesh = PCIP.CreateDefaultSubobject(this, TEXT(“Something”));

Cheers

Ow, sorry for having taken your time for such a noobish problem.
Just for my culture what is the kernelbase.pdb ?
I assume my uninstall/reinstall stuff solved the problem of this file (you couldn’t discribe you what was it, I could even compile a simple game). And when I met this problem due to my lack of practice I assumed it was still the kernelbase problem :confused:

Thank you :slight_smile:

That will happen when unreal engine crashes, i was going to suggest what did, but i was too late :stuck_out_tongue: I’m glad you solved it :slight_smile: