Download

c++ 4.17 Transition Guide

hello, i have update to ue4 4.17.0 and i’m trying to create a new c++ project and i’m getting this error



The project could not be compiled. Would you like to open it in Visual Studio?

Running C:/Program Files/Epic Games/UE_4.17/Engine/Binaries/DotNET/UnrealBuildTool.exe test Development Win64 -project="C:/Users/Administrator/Documents/Unreal Projects/test/test.uproject" -editorrecompile -progress -NoHotReloadFromIDE
ERROR: Multiple configurations specified on command line (first Test, then Development)




i have visual studio community 2017 installed and updated, also i have the windows 8.1 sdk installed on my machine.

any ideas how to fix this ?

thanks in advance for all the help.

more info about my issue, i saw the first post of this thread where Rama said that ue4 4.17 needs visual studio 2015 update 3 to compile projects.

i have installed de visual studio 2015 with update 3 (community version) and tried to create a new c++ third person project, but i’m receiving the same message



The project could not be compiled. Would you like to open it in Visual Studio?

Running C:/Program Files/Epic Games/UE_4.17/Engine/Binaries/DotNET/UnrealBuildTool.exe test Development Win64 -project="C:/Users/Administrator/Documents/Unreal Projects/test/test.uproject" -editorrecompile -progress -NoHotReloadFromIDE
ERROR: Multiple configurations specified on command line (first Test, then Development)


any ideas will be very useful, thanks in advance for the help.

You set your project name to test but UBT is taking it as a Solution Configuration (because UBT includes a configuration called Test). Rename the project to testproject or something else and it should work.

thank you very much, that worked just fine!

My project is working fine in the editor, but I still can’t get a package to run. When I click on the game, the process starts but nothing comes up. The log ends here:


[2017.08.14-14.53.56:350]  0]LogPakFile: New pak file ../../../ProxyWarVR/Content/Paks/ProxyWarVR-WindowsNoEditor.pak added to pak precacher.
[2017.08.14-14.53.56:489]  0]LogInit: Selected Device Profile: [WindowsNoEditor]
[2017.08.14-14.53.56:703]  0]LogContentStreaming: Texture pool size is 1000.00 MB

And when attaching the debugger I can see that the main thread ALWAYS stops at a line containing


CreateDefaultSubobject<UWidgetComponent>()

In fact, looking at the call stack… a388c71d75454b43f0f385cef1eec468a83a0a0a.png

it is stopping on TWO of these lines (in my character and in my menu actor). Both of these lines are CreateDefaultSubobject<UWidgetComponent>.

Looking at the threads, there seems to be a CrashReportingThread running but no crash reporter is ever shown.

I’ve tried packaging a basic FPS template with a test actor containing a UWidgetComponent and it worked fine, so I’m sort of at a loss here. This appears to be unique to my project.

UPDATE I removed the UWidgetComponent as a subobject from my character and now it works fine. I am still able to have a widget in my “Tablet” class, however. This one is pretty baffling

I have never installed VS 2015, so it’s not required

How can I expose the Engine native structures like FBoneReference now? It’s USTRUCT(), not USTRUCT(BlueprintType)

Can you advise me something please?

Without modifying the engine, you can’t. If it was not marked as BlueprintType then it was never intended to be used in blueprints, even if it might have previously been possible to do so.

Note that BlueprintType is specifically for use in blueprint graphs; distinct from exposing something to the details panel of a blueprint, which can be done with any USTRUCT.

I while ago I created an inventory following this tutorial. Upgrading to 4.16 went just fine. Now I am having troubles with my inventory on 4.17 and I don’t know how to fix them. Everything is set up like in the tutorial but the Construct Event of the UI_Inventory widget is never called. First time I try to open the inventory the game knows that the inventory was not yet created and attemps to create it. The create widget function does not fail. It runs through and adds the inventory placeholder to the screen. But during the create widget function the Construct Event of the widget to be created is never executed.

How can I fix this? Thanks in advance!