Itās not a standard ātransitionā question with build issue but more with process changes:
Does that means that the cook content can be shared accross platform as per this trello card: Trello ?
I canāt have any anwser on the official thread, so I hope someone here is able to answer / confirm this.
This will clearly help in the cooking process if I have only 1 content cook for all platforms.
Our project wonāt load under 4.14 a pop-up error box is shown -> āThe game module āblahblahā could not be loaded. There may be an operating system error or the module may not be properly set up.ā
Some moments later later there is a crash in the destructor of UNavigation() and the output of āIllegal call to StaticFindObject() while collecting garbage!ā
Iām not convinced the crash is the problem, more like a side-effect.
Anybody have any ideas of what the problem is or a tried and true approach to debug this? Thanks.
By a process of elimination, if I disable our Wwise plugin we can load OKā¦ The Wwise plugin works in a 4.14 ātoyā project but not in our project. Iām suspecting something in our blueprints specifically in our game.
Like DavidGalloway, while loading the project I get āThe game module āblahblahā could not be loaded. There may be an operating system error or the module may not be properly set up.ā
With debug I found that the problem is that the windows api function LoadLibraryW fails to load the project dlls (I have two modules and both dlls fail), so I guess something is wrong with their compilation, but I donāt know what to try now.
DavidGalloway and matfer, I had a similar problem, though I am running on Linux. I think the error message that the editor displayed in a pop up was similar to what you have both written, but the message was not saved in the logs as such.
Hereās the what I did find in the logs:
LogLinux:Warning: dlopen failed: /path/to/project/Binaries/Linux/libUE4Editor-project.so: symbol _ZThn1064_NK5APawn24GetNavAgentPropertiesRefEv, version UE4 not defined in file libUE4Editor-Engine.so with link time reference
LogModuleManager:Warning: ModuleManager: Unable to load module ā/path/to/project/Binaries/Linux/libUE4Editor-project.soā because the file couldnāt be loaded by the OS
I resolved it by renaming /path/to/project/Binaries/Linux/libUE4Editor-project.so (I did not want to delete it in case it was the wrong thing to do) and restarted the editor for the project in question. The editor asked me if I wanted to build the missing .so which I let it do and that fixed it.
If this is the same problem you are seeing, I expect youāll find the relevant .dll under /path/to/project/Binaries/Win64/libUE4Editor-project.dll. Try renaming that and restarting the editor (probably best to not be in the editor when you rename that dll).
My problem seemed due to project plugins not being compiled or loaded, and I solved enabling all my project plugins in the .uproject. Maybe older versions used all project plugins by default, while 4.14 needs them to be enabled explicitly.
I can most likely solve it by taking UWheeledVehicleMovementComponent and above into my own project and parent it to UPawnMovementComponent myself.
But it would be nice to know if it was an intended change and they want to do navigation differently or if itās a bug that they will fix.
I have done something very similar but having problems linking the methods in FAnimNodeEditMode (referenced in my derived class in my own plugin).
e.g.
error LNK2001: unresolved external symbol "public: virtual bool __cdecl FAnimNodeEditMode::SetWidgetMode
I donāt have any issues with the associated UAnimGraphNode_SkeletalControlBase derived class, even though this UAnimGraphNode_SkeletalControlBase is in the same module as FAnimNodeEditMode.
Did you encounter any problems like this and/or do you have any idea where Iām going wrong?
After further investigation, it seems that FAnimNodeEditMode is not exported. Iām not sure if this is by design or an oversight, but the workaround we used was inheriting from IAnimNodeEditMode instead and copying whatever functionality was needed from FAnimNodeEditMode into our new class.
[Solved] cannot convert argument 1 from āUAnimMontage *ā to āUObject *ā ??
Hi all!
Well I am updating from ā4.10.4ā to ā4.14.1ā just now, looking at templates I easily fixed all the changes, except I canāt fix this one with contructor helpers while loading UAnimMontage (couldnāt find an example of that in the templates, this is normaly done with Animation Blueprint) , I get this error:
..\Epic Games\4.14\Engine\Source\Runtime\CoreUObject\Public\UObject\ConstructorHelpers.h(105): error C2664: 'void ConstructorHelpers::ValidateObject(UObject *,const FString &,const TCHAR *)': cannot convert argument 1 from 'UAnimMontage *' to 'UObject *'
...\4.14\Engine\Source\Runtime\CoreUObject\Public\UObject\ConstructorHelpers.h(105): note: Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
...\4.14\Engine\Source\Runtime\CoreUObject\Public\UObject\ConstructorHelpers.h(98): note: while compiling class template member function 'ConstructorHelpers::FObjectFinder<UAnimMontage>::FObjectFinder(const TCHAR *)'
...JumpyFrogs\JumpyFrogsGameMode.cpp(92): note: see reference to function template instantiation 'ConstructorHelpers::FObjectFinder<UAnimMontage>::FObjectFinder(const TCHAR *)' being compiled
...\JumpyFrogs\JumpyFrogsGameMode.cpp(92): note: see reference to class template instantiation 'ConstructorHelpers::FObjectFinder<UAnimMontage>' being compiled
2>ERROR : UBT error : Failed to produce item: C:\Users\Jurif\Documents\UnrealProjects\JumpyFrogs 4.14\Binaries\Win64\UE4Editor-JumpyFrogs.pdb