CONSOLE: C:\Program Files\Epic Games\UE_5.3\Engine\Build\BatchFiles\Build.bat BREditor Win64 Development -Project="C:\Users\Maxi\Documents\Unreal Projects\BR\BR.uproject" -WaitMutex 0>Using bundled DotNet SDK version: 6.0.302 0>Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" BREditor Win64 Development -Project="C:\Users\Maxi\Documents\Unreal Projects\BR\BR.uproject" -WaitMutex 0>Log file: C:\Users\Maxi\AppData\Local\UnrealBuildTool\Log.txt 0>Parsing headers for BREditor 0> Running Internal UnrealHeaderTool "C:\Users\Maxi\Documents\Unreal Projects\BR\BR.uproject" "C:\Users\Maxi\Documents\Unreal Projects\BR\Intermediate\Build\Win64\BREditor\Development\BREditor.uhtmanifest" -WarningsAsErrors -installed 0>Total of 2 written 0>Reflection code generated for BREditor in 1.8814133 seconds 0>Building BREditor... 0>Using Visual Studio 2022 14.40.33812 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.40.33807) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10). 0>Determining max actions to execute in parallel (8 physical cores, 16 logical cores) 0> Executing up to 8 processes, one per physical core 0> Requested 1.5 GB memory per action, 7.57 GB available: limiting max parallel actions to 5 0>Distributing 11 actions to XGE 0>UnrealBuildTool Compile 0> 0>--------------------Build System Warning--------------------------------------- 0>License not activated: 0> License is not activated. Please activate the license in the coordinator. 0> This build will run in standalone mode. 0> 0>------------------------------------------------------------------------------- 0> 0>Build ID: {33DD150F-9C3F-4148-A6D9-5013DA9ED914} 0> 0>--------------------Project: Default------------------------------------------- 0>[1/11] Compile [x64] BaseGameMode.cpp (0:00.87 at +0:00) 0>BaseGameMode.cpp(15): Error C2664 : 'void FTimerManager::ClearTimer(FTimerHandle &)': cannot convert argument 1 from 'float' to 'FTimerHandle &' 0>TimerManager.h(255): Reference : see declaration of 'FTimerManager::ClearTimer' 0>BaseGameMode.cpp(15): Reference : while trying to match the argument list '(float)' 0> 0>Error executing C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.40.33807\bin\Hostx64\x64\cl.exe (tool returned code: 2) 0>[2/11] Compile [x64] BR.cpp (0:00.89 at +0:00) 0>[3/11] Compile [x64] BR.init.gen.cpp (0:01.34 at +0:00) 0>[4/11] Compile [x64] BRCharacter.gen.cpp (0:01.59 at +0:00) 0>[5/11] Compile [x64] BaseGameMode.gen.cpp (0:01.61 at +0:00) 0>[6/11] Compile [x64] BRGameMode.gen.cpp (0:01.89 at +0:00) 0>[7/11] Compile [x64] BRGameMode.cpp (0:02.18 at +0:00) 0>[8/11] Compile [x64] BRCharacter.cpp (0:04.06 at +0:00) 0>---------------------- Done ---------------------- 0> 0> Rebuild All: 0 succeeded, 1 failed, 0 skipped 0> 0>1 build system warning(s): 0> - License not activated 0> 0>Total time in XGE executor: 4.46 seconds 0>Total execution time: 10.87 seconds
Apparently you are trying to call the “ClearTimer” function with a float value (eg. “1.0” for example) instead of a FTimerHandle which is a struct.
do you know how i would make a UProperty that could control the timer that uses a struct and not a float?
this is my timer code for both cpp and h:
cpp:
void ABaseGameMode::BeginPlay() { Super::BeginPlay(); GetWorld()->GetTimerManager().SetTimer(MaxWaitingTimerHandle,this,&ABaseGameMode::StartMatch,MaxWaitingTime,false); }
h:
virtual void PostLogin(APlayerController* NewPlayer) override;
virtual void BeginPlay() override;
virtual bool ReadyToStartMatch_Implementation() override;
UPROPERTY()
TArray<APlayerController*> ControllersRef;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Battle Royal|Basic")
int32 MinNumOfPlayers = 2;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Battle Royal|Basic")
float MaxWaitingTime = 10.f;
FTimerHandle MaxWaitingTimerHandle;
Nevermind i figured out for myself my issue and read into the reply more @GabUECV thank you for your help im very new to ue5 and just started ue5 c++ 2 days ago so again tysm ^w^