C++ Transition Guide for 4.18

[WARNING]

warning C4996: ‘FGenericPlatformMisc::ClipboardPaste’: FPlatformMisc::ClipboardPaste() has been superseded by FPlatformApplicationMisc::ClipboardPaste() Please update your code to the new API before upgrading to the next release, otherwise your project will no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.

Anyone got this issue’s fix?

Thanks

I’m also getting these errors. Was there a solution you found?

Yes, you need to include:

include “HAL/PlatformApplicationMisc.h” and replace with it

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.

Hey fellow Unreal Developers,

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.

f07813120991383af9747929dedb62810dcd735c.png
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.

Ah the issue is though, I’m getting this issue while trying to package up a binary version of the engine - which tries to build everything.


ws: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000009f0
[2017.11.11-02.25.12:993][576]LogWindows: Error: 
[2017.11.11-02.25.12:994][576]LogWindows: Error: [Callstack] 0x000000009FA43B3C VeritexServer.exe!UnknownFunction ]
[2017.11.11-02.25.12:995][576]LogWindows: Error: [Callstack] 0x000000009FA586AE VeritexServer.exe!UnknownFunction ]
[2017.11.11-02.25.12:996][576]LogWindows: Error: [Callstack] 0x000000009FA69E65 VeritexServer.exe!UnknownFunction ]
[2017.11.11-02.25.12:997][576]LogWindows: Error: [Callstack] 0x000000009FA5A791 VeritexServer.exe!UnknownFunction ]
[2017.11.11-02.25.13:000][576]LogWindows: Error: [Callstack] 0x000000009FA44B65 VeritexServer.exe!UnknownFunction ]
[2017.11.11-02.25.13:001][576]LogWindows: Error: [Callstack] 0x000000009FA5A791 VeritexServer.exe!UnknownFunction ]
[2017.11.11-02.25.13:001][576]LogWindows: Error: [Callstack] 0x000000009F896F22 VeritexServer.exe!UnknownFunction ]
[2017.11.11-02.25.13:002][576]LogWindows: Error: [Callstack] 0x000000009FA59BD3 VeritexServer.exe!UnknownFunction ]
[2017.11.11-02.25.13:003][576]LogWindows: Error: [Callstack] 0x00000000A120C609 VeritexServer.exe!UnknownFunction ]
[2017.11.11-02.25.13:004][576]LogWindows: Error: [Callstack] 0x000000009F37671C VeritexServer.exe!UnknownFunction ]
[2017.11.11-02.25.13:005][576]LogWindows: Error: [Callstack] 0x00000000A1EDC387 VeritexServer.exe!UnknownFunction ]
[2017.11.11-02.25.13:006][576]LogWindows: Error: [Callstack] 0x00000000A18B86A9 VeritexServer.exe!UnknownFunction ]
[2017.11.11-02.25.13:009][576]LogWindows: Error: [Callstack] 0x00000000A16FBBD2 VeritexServer.exe!UnknownFunction ]
[2017.11.11-02.25.13:010][576]LogWindows: Error: [Callstack] 0x000000009F34D4E9 VeritexServer.exe!UnknownFunction ]
[2017.11.11-02.25.13:011][576]LogWindows: Error: [Callstack] 0x000000009F35986C VeritexServer.exe!UnknownFunction ]
[2017.11.11-02.25.13:012][576]LogWindows: Error: [Callstack] 0x000000009F3598CA VeritexServer.exe!UnknownFunction ]
[2017.11.11-02.25.13:013][576]LogWindows: Error: [Callstack] 0x000000009F364E12 VeritexServer.exe!UnknownFunction ]
[2017.11.11-02.25.13:014][576]LogWindows: Error: [Callstack] 0x00000000A2D2DE1B VeritexServer.exe!UnknownFunction ]
[2017.11.11-02.25.13:015][576]LogWindows: Error: [Callstack] 0x00000000AD238364 KERNEL32.DLL!UnknownFunction ]
[2017.11.11-02.25.13:016][576]LogWindows: Error: [Callstack] 0x00000000AFA97091 ntdll.dll!UnknownFunction ]
[2017.11.11-02.25.13:016][576]LogWindows: Error: [Callstack] 0x00000000AFA97091 ntdll.dll!UnknownFunction ]

I get the same thing in 4.18 never occured in 4.17, 4.17.1, or 4.17.2 ideas?

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

include “PhysicsEngine/DestructibleActor.h”

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

Hello guys,

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.

Thanks,
Andrei

Hi! Any news about this one? We have the same issue, we have code that needs to detect whether is an ADestructibleActor or not.

Thanks in advance

PhysicsEngine/DestructibleActor.h’: No such file or directory

Got me too…

Destructible is now a plugin, check the release note.

Yes, i know they move it to plug-in. But we still got to reference its header.

So what’s the holdup?
Adding Destruction module to your Build.cs and including new header doesn’t work?

Edit Never mind problem solved, just forgot to generate new vs project file after we added the plugin.

Nope, it seems like they moved the header file somewhere else…

I see the DestructibleActor.h inside the ue but the only header file I can link from plugin is the destructibleinterface.h which doesn’t do anything.

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

Please help me… I can’t test my game anymore because of this, I need it to work on 4.18 so I can continue with the development.

I was able to figure out the problem, It was something related to GameLift, I removed the code and it worked. Have to contact amazon about this