Bypass Error in 8.3
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I discovered the issue was with Xcode 8.3. Since there’s an update to the clang compiler in 8.3, I’m guessing that’s the culprit.
The workaround for now is to compile with Xcode 8.2.1. I was able to get a build to compile in 8.2.1, upload it to iTunes Connect, push a test build through TestFlight, and successfully launch the game on an iPhone.
In case anyone’s not familiar with how to change what version of Xcode is used to compile a UE4 project, I wrote up a tutorial on my studio’s website about how to do that:
Hope that helps! I’ll also be posting about this on the AnswerHub page.
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Yuck. Got this same compile error tonight while building. I’m @ 8.3 on 10.12.4 w/UE 4.15.1
Commented out essentially the whole culprit method. Let’s see what happens (it compiled and is now cooking) ! :p:
/Users/Shared/Epic\ Games/UE_4.15/Engine/Source/Runtime/Core/Public/Math/UnrealMathNeon.h is the path.
template <bool bAligned>
FORCEINLINE void VectorStoreHalf4(VectorRegister Vec, void* RESTRICT Ptr)
{
/*float16x4_t f16x4 = (float16x4_t)vcvt_f16_f32(Vec);
if (bAligned)
{
vst1_u8( (uint8_t *)Ptr, f16x4 );
}
else
{
uint32_t buf[2];
vst1_u8( (uint8_t *)buf, f16x4 );
*(uint32_t *)Ptr = buf[0];
}*/
}
Can someone in 8.2.1 right click vcvt_f16_f32 and give me definition? We could create our own implementation.
Update…
Update for 8.3.1 came out on 4/6 and still gives me errors for vcvt_f16_f32.
Commenting out VectorStoreHalf4 function above is solving my problem for now. That is of course until I actually use it and my shi&t blows up! But so far so good.