I am using the upgraded 4.13.2 unreal engine now , when open a new project got an error while compiling in the new engine
Running D:/Program Files (x86)/Epic Games/4.13/Engine/Binaries/DotNET/UnrealBuildTool.exe SimulatorS60_VREditor Development Win64 -project="D:/Kuliah/Semester 8/Simulator57mm_VR 4.13 - 2/Simulator57mm_VR.uproject" -editorrecompile -progress -noubtmakefiles -NoHotReloadFromIDE
@progress push 5%
Parsing headers for SimulatorS60_VREditor
Running UnrealHeaderTool "D:\Kuliah\Semester 8\Simulator57mm_VR 4.13 - 2\Simulator57mm_VR.uproject" "D:\Kuliah\Semester 8\Simulator57mm_VR 4.13 - 2\Intermediate\Build\Win64\SimulatorS60_VREditor\Development\SimulatorS60_VREditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for SimulatorS60_VREditor in 10.2573993 seconds
@progress pop
Performing 8 actions (2 in parallel)
[2/8] Resource PCLaunch.rc
PCH.SimulatorS60_VR.h.cpp
[3/8] Resource ModuleVersionResource.rc.inl
SimulatorS60_VR.generated.cpp
UDPNetworkingWrapper.cpp
D:\Kuliah\Semester 8\Simulator57mm_VR 4.13 - 2\Source\SimulatorS60_VR\UDPNetworkingWrapper.cpp(10): warning C4996: 'StaticConstructObject': StaticConstructObject is deprecated, please use NewObject instead. For internal CoreUObject module usage, please use StaticConstructObject_Internal. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
d:\program files (x86)\epic games\4.13\engine\source\runtime\coreuobject\public\uobject\UObjectGlobals.h(245): note: see declaration of 'StaticConstructObject'
D:\Kuliah\Semester 8\Simulator57mm_VR 4.13 - 2\Source\SimulatorS60_VR\UDPNetworkingWrapper.cpp(56): error C2660: 'TArray<uint8,FDefaultAllocator>::Init': function does not take 1 arguments
UDPComponent.cpp
SimulatorS60_VR.cpp
ERROR: UBT ERROR: Failed to produce item: D:\Kuliah\Semester 8\Simulator57mm_VR 4.13 - 2\Binaries\Win64\UE4Editor-SimulatorS60_VR.dll
Total build time: 115.39 seconds
here’s the suspected file
// Fill out your copyright notice in the Description page of Project Settings.
#include "SimulatorS60_VR.h"
#include "UDPNetworkingWrapper.h"
#include <string>
#include "UDPNetworkingWrapper.h"
UUDPNetworkingWrapper* UUDPNetworkingWrapper::Constructor()
{
return (UUDPNetworkingWrapper*)StaticConstructObject(UUDPNetworkingWrapper::StaticClass());
}
UUDPNetworkingWrapper* UUDPNetworkingWrapper::ConstructUDPWrapper(const FString& Description, const FString& SenderSocketName, const FString& TheIP, const int32 ThePort, const int32 BufferSize,
const bool AllowBroadcast, const bool Bound, const bool Reusable, const bool Blocking)
{
UUDPNetworkingWrapper* wrapper = Constructor();
wrapper->SocketSubsystem = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM);
FIPv4Address::Parse(TheIP, wrapper->RemoteAdress);
wrapper->SenderSocket = FUdpSocketBuilder(TEXT("DATA"))
.AsNonBlocking()
.AsReusable()
.BoundToAddress(FIPv4Address::Any)
.BoundToPort(ThePort)
.WithMulticastLoopback();
return wrapper;
}
void UUDPNetworkingWrapper::sendMessage(int32 port, FString Message)
{
FSocket* Socket = FUdpSocketBuilder(TEXT("DATA"))
.AsNonBlocking()
.AsReusable()
.WithMulticastLoopback();
FString se = Message;
FIPv4Endpoint re = FIPv4Endpoint(FIPv4Address::LanBroadcast, port);
bool c = Socket->Connect(*re.ToInternetAddr());
TCHAR *serializedChar = se.GetCharArray().GetData();
int32 size = FCString::Strlen(serializedChar);
int32 sent = 0;
bool s = Socket->Send((uint8*)TCHAR_TO_UTF8(serializedChar), size, sent);
Socket->Close();
}
FString UUDPNetworkingWrapper::GrabWaitingMessage()
{
uint32 Size;
TSharedRef<FInternetAddr> Sender = SocketSubsystem->CreateInternetAddr();
while (SenderSocket->HasPendingData(Size))
{
int32 Read = 0;
ReceivedData.Init(FMath::Min(Size, 65507u));
SenderSocket->RecvFrom(ReceivedData.GetData(), ReceivedData.Num(), Read, *Sender);
}
return StringFromBinaryArray(ReceivedData);
}
bool UUDPNetworkingWrapper::anyMessages()
{
uint32 Size;
if (SenderSocket->HasPendingData(Size))
{
return true;
}
return false;
}
FString UUDPNetworkingWrapper::StringFromBinaryArray(const TArray<uint8>& BinaryArray)
{
const std::string cstr(reinterpret_cast<const char*>(BinaryArray.GetData()), BinaryArray.Num());
return FString(cstr.c_str());
}
void UUDPNetworkingWrapper::UDPDestructor()
{
SocketSubsystem->DestroySocket(SenderSocket);
SenderSocket = nullptr;
SocketSubsystem = nullptr;
}
other