I just don’t understand this C++ stuff. I’m trying to design a dedicated server for multiplayer. Yet, I’m running into so many issues. I’ve never had this many issues dealing with blue prints. It seems like nothing works the way it should so I’m having to find all sorts of work arounds. Here’s a few things I’m dealing with. So, I’m following a tutorial to create a dedicated server. The tutorial can be found here. https://www.youtube.com/watch?v=QGrRV-11sx4
I download Engine Source Code and set it up. I go create a project. I make it a blueprint project. I create a new C++ class. I save the file on my documents. An ugly error message pops up saying “Exception 0x80131515 File name: …UE4Rules.dll System. NotSupportedException: An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch.”
For several days I’m nonstop trying to figure the solution to this cuz it appears nobody else using Unreal has had this problem. It appears my computer is blocking the Unreal Engine File. Even when I click unblock it still blocks it. Finally, I discover if I save my project on the C:\ the error message goes away. Something about admin rights I guess. I then go to create a C++ class like the tutorial. But, then it gets hung up. I learn about something called hot reload. I turn off hot reload, and my new C++ class doesn’t get hung up. But, I notice something. The guy on the tutorial, his compiles fine no issues. Yet with mine, a message pops up saying “Class was created successfully, however you’ll must recompile before your changes will appear in the content browser. Failed to generate project files.”
I close my project. I go to my file folder. Right click on my project and click Generate Visual Studio Project Files. A message pops up saying its missing Voxel files (I have the Voxel pro plugin). So, I download Voxel files. Create a Plugins folder and extract my Voxel files there as per the Voxel instructions. I go to open my project and a message pops up saying “modules missing. Would you like to rebuild them?” I click yes. Then an error message pops up saying “Could not be compiled. Try rebuilding from source manually.”
This is the kind of stuff I’m talking about. Anything related to C++ is only sorta working relative to others whose work fine. Like why do I have to save my C++ projects on C drive? Nobody else has this issue. Why is it when I go to create a new C++ file I get error messages. When others create C++ projects they don’t get this. Why is my project demanding I have to install Voxel files just cuz its C++? This never happened with blueprint projects. And why is my project rejecting the Voxel files it wants forcing me to go through Unreal source code. I don’t know what that means?
Its like there is something off with Unreal C++ in my system. I never had any of these issues with blueprints. Everything worked smoothly with them. I’m using Visual Studio 2019 with Unreal 4.24.1 But, I know that’s not the problem. I did multiple downloads of VS 2019, and I triple and quadruple checked making sure I had all the correct developer tools for VS.
I’m at a complete loss. I’m seriously wondering if something might be off internally in my system which is causing all this mess with C++. If not that, I’m wondering if the vendor that refurbished my computer put it on insane security settings. IDK, all I know is this is a real pain in the ass!
So yeah if anyone can help, please help me understand what’s going on. Is this normal?