Hello,
compiling UE4 in DevelopmentEditor Win64 gives us compilation errors in DataAsset.cpp:
2>D:\Jenkins_UnrealEngine\Engine\Source\Runtime\CoreUObject\Public\UObject\AssetPtr.h(5): warning : TAssetPtr has been renamed to TSoftObjectPtr, change to include “UObject/SoftObjectPtr.h” and rename references
2>D:\Jenkins_UnrealEngine\Engine\Source\Runtime\Engine\Private\DataAsset.cpp(83): error C2678: binary ‘!=’: no operator found which takes a left-hand operand of type ‘FAssetBundleData’ (or there is no acceptable conversion)
2> D:\Jenkins_UnrealEngine\Engine\Source\Runtime\Engine\Classes\Engine/StaticMesh.h(228): note: could be ‘bool operator !=(const FMeshSectionInfo &,const FMeshSectionInfo &)’
2> D:\Jenkins_UnrealEngine\Engine\Source\Runtime\Engine\Classes\EdGraph/EdGraphPin.h(67): note: or ‘bool operator !=(const FEdGraphTerminalType &,const FEdGraphTerminalType &)’
2> D:\Jenkins_UnrealEngine\Engine\Source\Runtime\Engine\Private\DataAsset.cpp(83): note: while trying to match the argument list ‘(FAssetBundleData, FAssetBundleData)’
The incriminated chunk of code :
Error in the comparison here : OldData != AssetBundleData
void UPrimaryDataAsset::PostLoad()
{
Super::PostLoad();
#if WITH_EDITORONLY_DATA
FAssetBundleData OldData = AssetBundleData;
UpdateAssetBundleData();
if (UAssetManager::IsValid() && OldData != AssetBundleData)
{
// Bundles changed, refresh
UAssetManager::Get().RefreshAssetData(this);
}
#endif
}
Any idea on how to solve that?
Thanks !