But h20, I tried the regular 7GB install as well, that did not work for me either.
I did delete the Beta
Those extra slashes did not matter, I removed them, with or without them the message was the same
But h20, I tried the regular 7GB install as well, that did not work for me either.
I did delete the Beta
Those extra slashes did not matter, I removed them, with or without them the message was the same
This is what I should be doing now, but I’m putting it off.
I find it funny that I can compile and run everything via command line/batch file, but can’t generate a solution file for debugging
shrug
yea its rough!
I am trying to do it, but good Heavens its a lot of work going from Beta to new UE4 build!
Hi ,
I’ll try to help you get to the bottom of this.
There are different workflows for projects designed to work with the binary (ie. 7gb) build and the GitHub build. The RocketGenerateProjectFiles.bat file is designed only for the binary build.
For GitHub, the command line to generate projects should be:
(GitHub Engine Path)\Engine\Build\BatchFiles\GenerateProjectFiles.bat (UProject Path)
eg.
D:\git\ben-marsh\UnrealEngine\Engine\Build\BatchFiles\GenerateProjectFiles.bat D:\ShooterGame\ShooterGame.uproject
Can you post what happens when you try to run this command?
My environmental variable for the Visual Studio Tools was pointing to the wrong folder. It caused this issue for me. VS120COMNTOOLS
heh, same as i use, as i wrote above. only using full names helped me too
I am using VS 2013
I just checked my settings following your guide here
And my path is pointing to Visual Studio 12.0
That to me looks like the correct path, so FYI Epic this solution does not work for me
thanks for the info tho !
If I take out “AnimGraph” or “BlueprintGraph” from my build file, I can generate a solution file.
Put either back in, nada.
Can’t compile without them though (new anim nodes).
Searching full source, there is nvTriStrip.
Searching binary release, there isn’t nvTriStrip.
Could it just be a missing/bad module?
Tried to PM about this - you’re PM is maxxed out
then only way to you is to open command line and type command format c: /q
seriously, did you tried to run it with full path names?
and paste here what bat files write out in console then
please h20, read my thread
I already did everything you just asked (except the format c part)
( I am just stressed about the issue itself and I dont want Epic to think there’s some easy solution that I am just not doing, I have been looking into this matter for several days now and most people have had to remake their projects)
Ok… so this worked for me:
Editor loads.
PIE / Standalone work.
Since it includes AnimGraph module during compile, custom AnimGraphNodes works.
I don’t like it, but its a solution.
#I can’t Build Solution
I am glad you got it working Kris!
But I am stuck on this step
Build solution file via right-click/batch file.
My right click and commandline both give errors or simply dont work
This is more for Epic’s reference when reading this thread
So you can actually create the solution file now?
Coz that was my issue.
I could compile via command line, but couldn’t create a solution file for debugging / compiling in VS2013.
“but couldn’t create a solution file for debugging / compiling in VS2013.”
this, this is where I am at
My progress on forums and with plugin is from re-making a project from scratch that was a much smaller project. My code base is at least 100 classes
#Major Update 3 24
Ben Marsh found the solution for my issue!
Please see his post here
I had downloaded the zip file version of the 4.0.1 source, and Git Hub did not autogenerate the .zip file correctly.
Epic is working on it for future .zip releases.
In meantime you should use the fork route instead.
PS: I havent tried the spoon route yet, or the napkin