Hi I have following error coming out only when packaging (when compiling via Visual Studio 2013 everything is ok):
The critical line is here I guess:
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: C:\Users\Grzegorz\Downloads\projekt_kopia\Source\Test\BPFunctionLibrary.cpp(21) : error C2039: 'CreateTableFromCSVString' : is not a member of 'UDataTable'
The rest of error:
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe Test Win64 Shipping C:\Users\Grzegorz\Downloads\projekt_kopia\Test.uproject -noxge -generatemanifest -rocket -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 2,6220435s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.PrepareManifest: Copied UBT manifest to C:\Users\Grzegorz\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.9\UBTManifest.0.xml
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe Test Win64 Shipping C:\Users\Grzegorz\Downloads\projekt_kopia\Test.uproject -noxge -rocket -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 6 actions (4 in parallel)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: PCH.Test.h.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: BPFunctionLibrary.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Test.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: DataStructure.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Test.generated.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: C:\Users\Grzegorz\Downloads\projekt_kopia\Source\Test\BPFunctionLibrary.cpp(21) : error C2039: 'CreateTableFromCSVString' : is not a member of 'UDataTable'
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: C:\Program Files\Epic Games\4.9\Engine\Source\Runtime\Engine\Classes\Engine/DataTable.h(33) : see declaration of 'UDataTable'
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:\Users\Grzegorz\Downloads\projekt_kopia\Binaries\Win64\Test-Win64-Shipping.exe
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 93,44 seconds
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 93,5029912s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): C:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe Test Win64 Shipping C:\Users\Grzegorz\Downloads\projekt_kopia\Test.uproject -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.01.23-19.46.11.txt'
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: w AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)): w AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)): w AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 Env
MainFrameActions: Packaging (Windows (64-bit)): Vars)
MainFrameActions: Packaging (Windows (64-bit)): w AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)
MainFrameActions: Packaging (Windows (64-bit)): w Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
MainFrameActions: Packaging (Windows (64-bit)): w BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)): w BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)): w AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows (64-bit)): w AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)): w AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (64-bit)): w AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)): w AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
This is BPFunctionLibrary.h:
#pragma once
#include "Engine/DataTable.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "BPFunctionLibrary.generated.h"
/**
*
*/
UCLASS()
class VIRTUALHOME_API UBPFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "BPFunctionLibrary")
static UDataTable* ReimportDataTable();
};
This is BPFunctionLibrary.cpp:
#include "Virtualhome.h"
#include "BPFunctionLibrary.h"
UDataTable* UBPFunctionLibrary::ReimportDataTable() {
//Create DataTable object holding csv data
//UDataTable* myDataTable = static_cast<UDataTable*>(StaticLoadObject(UDataTable::StaticClass(), NULL, TEXT("/Game/Data/Lista.Lista")));
UDataTable* Lista;
static ConstructorHelpers::FObjectFinder<UDataTable>
Lista_BP(TEXT("myDataTable'/Game/Data/Lista.Lista'"));
Lista = Lista_BP.Object;
FString csvFile = FPaths::GameContentDir() + "Lista.csv";
if (FPaths::FileExists(csvFile))
{
FString FileContent;
//Read the csv file from game's content
FFileHelper::LoadFileToString(FileContent, *csvFile);
TArray<FString> problems = Lista->CreateTableFromCSVString(FileContent);
UE_LOG(LogTemp, Warning, TEXT("Content is %s"), *FileContent);
if (problems.Num() > 0)
{
for (int32 ProbIdx = 0; ProbIdx < problems.Num(); ProbIdx++)
{
//Log the errors
UE_LOG(LogTemp, Warning, TEXT("Problem with reimport!"));
}
}
else
{
//Updated Successfully
UE_LOG(LogTemp, Warning, TEXT("Successful reimport!"));
}
}
return Lista;
}