warning C4996: ‘FGenericPlatformMisc::ClipboardPaste’: FPlatformMisc::ClipboardPaste() has been superseded by FPlatformApplicationMisc::ClipboardPaste() Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
In 4.17, inside one of my plugins, I have this line:
TSubclassOf<class UWalletWidgetBase> castToClass;
and it works. For 4.18, it gives ‘undefined class TSubclassOf<class UWalletWidgetBase> error’; Is it my possible mistake somewhere else, or something changed about how 4.18 handles this stuff?
Some headers were changed to improve on compilation times. You may need to forward declare the class “class UWalletWidgetBase;” if you are in a header, or include the header file that links to ‘UWalletWidgetBase’. However, as UWalletWidgetBase doesn’t seem to be in my 4.18 version, it might be an issue with the plugin that needs to be upgraded for 4.18, or have the possible fixes I mentioned used.
@RyuMaster as well (since you had the same issue).
The fix is not to “Build Solution” on the engine, simply build the UE4 project itself (it’ll bring in any needed dependencies). That issue is specifically a Mac tool that is included in the solution by default and needs to be removed - but, still, you shouldn’t “Build Solution” by default on the engine anyway, it’s not needed/required.
We have successfully upgraded our project to 4.18 with all the help of these transition guides from 4.15 to 4.18. However we have now stumbled upon a problem which I am not sure if some of you have encountered this and might have an idea how to tackle this.
We have excluded the following files from our version control server:
.target
.modules
.pdb
We (programmers) compile the latest DLLs and push them the to the server so that the whole team have the latest C++ changes and can continue working with the new changes we make daily. The rest of the team (non-programmers) do not have Visual Studio installed and have not required to need it installed on their PC.
However with upgrade to 4.18 the project keeps asking to build the DLLs because files are missing and it might be build with an different engine version. This was not the case in 4.0 - 4.17.
I have created an answer topic with a new project in 4.18 so you can see the differences.
How do i fix sections where i included logic ? Since removing the include causes more errors. I have grenade/weapon impact code that will damage Destructible assets
2>D:\Unreal Projects\darkstorm\Source\darkstorm\Grenade_Base.cpp(4): fatal error C1083: Cannot open include file: ‘PhysicsEngine/DestructibleActor.h’: No such file or directory
I’ve recently updated to Unreal Engine version 4.18. I fixed all errors in the *.uproject and *.Target.cs files and the editor starts up and I can run the game.
However, I have some problems with the Derived Data Cache. It seems that the project never stops adding stuff to it. I am currently at 10gb for a simple 2D project.
Even after the engine finished compiling all the shaders and discovered all assets, if I leave the project loaded, the DDC cache increases and the engine uses the disk.
This is not so much of a problem on my PC where I have a SSD drive, but for my laptop it goes to 100% disk usage and I can’t do anything anymore.
I’ve tried the following things:
clear Binaries / Intermediate / Saved files from my project
uninstall Unreal Engine / Epic Launcher and reinstall them, alongside with
clear temp data from AppData/Local/Unreal*
clear all registry entries regarding Unreal Engine
change DDS location from the BaseEngine.ini file
Is there something I am doing wrong? I didn’t have this problem before updating to 4.18. Or at least I didn’t notice it.
I’ve tried mostly everything I thought of, I don’t have anymore ideas, can any of you guys help me? Or at least point me in the right direction?
Here’s an excerpt from my disk usage(Windows performance monitor). This is after leaving the engine for more than 1h open.
I have no pop-ups / logs mentioning any caching mmechanism.
There are a lot of files which mention PHYSX, but I don’t really know if it’s normal or not.
Hey guys, I’m encountering a problem in getting my dedicated server to start after moving from 4.17 to 4.18
When I open the built dedicated server, it seems to not open the map or even open a port so I can connect to it. The logs stop at “LogInit: Texture streaming: Disabled”. Although I have specified which map to open in the server’s shortcut as I always do, but it doesn’t seem to open it. Also tried opening different maps, same result.
Any idea why this might be happening? It used to always worked on 4.17