ProcessResult.StdOut:
C:\Users\Pasqu\Desktop\Packaged\AdvancedRPGSystem\AdvancedRPGSystem\HostProject\Plugins\AdvancedRPGSystem\Source\AdvancedRPGSystem\Private\ARSStatisticsComponent.cpp(12): fatal error C1083: Non è possibile aprire il file inclusione: ‘UnrealNetwork.h’: No such file or directory
ProcessResult.StdOut: ERROR: UBT ERROR: Failed to produce item: C:\Users\Pasqu\Desktop\Packaged\AdvancedRPGSystem\AdvancedRPGSystem\HostProject\Plugins\AdvancedRPGSystem\Binaries\Win64\UE4Editor-AdvancedRPGSystem.pdb`
My actual build.cs actually is:
PublicDependencyModuleNames.AddRange(
new string[]
{
“Core”,
“CoreUObject”,
“Engine”,
“Slate”,
“SlateCore”,
“UMG”,
“GameplayTags” ,
“Networking”
// … add other public dependencies that you statically link with here …
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
"UMG",
"GameplayTags" ,
"Networking"
// ... add private dependencies that you statically link with here ...
}
);
Is UnrealNetwork.h part of the default engine? Waht am I missing?
It seems crazy but it seems to work. Actually I was using Visual assist for automatic include and is the first time I get this kind of errors. Sadly now the packaging files after finishing all the files with the following error:
Log.WriteException: ERROR: Remote compiling requires a server name. Use the editor (Project Settings > IOS) to set up your remote compilation settings.
and this is quite awkward since I’m packaging it for windows (…)!