This is my build log, it is failing and im not sure why. There is errors showing in the build window in relation to my UBillboardComponent that used to work just fine and compiles fine in VS and witht eh compile button in editor.
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UATHelper: Packaging (Windows (64-bit)): Running AutomationTool…
UATHelper: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=“E:/UE4 Projects/OddaronGame/OddaronGame.uproject” BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=“E:/UE4 Projects/OddaronGame/OddaronGame.uproject” -cook -stage -archive -archivedirectory=E:/OddaronBuild -package -clientconfig=D
evelopment -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
UATHelper: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
UATHelper: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for E:\UE4 Projects\OddaronGame\OddaronGame.uproject
UATHelper: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.14\Engine\Binaries\DotNET\UnrealBuildTool.exe OddaronGame Win64 Development -Project=“E:\UE4 Projects\OddaronGame\OddaronGame.uproject” “E:\UE4 Projects\OddaronGame\OddaronGame.uproject” -remoteini=“E:\UE4 Projects\OddaronGame” -noxge -generatemanifest -NoHo
tReload
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0.6341858s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.14\Engine\Binaries\DotNET\UnrealBuildTool.exe OddaronGame Win64 Development -Project=“E:\UE4 Projects\OddaronGame\OddaronGame.uproject” “E:\UE4 Projects\OddaronGame\OddaronGame.uproject” -remoteini=“E:\UE4 Projects\OddaronGame” -noxge -NoHotReload -ignorejun
k
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 2 actions (4 in parallel)
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ChestSpawnVolume.cpp
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: E:\UE4 Projects\OddaronGame\Source\OddaronGame\ChestSpawnVolume.cpp(54): error C2039: ‘SpriteInfo’: is not a member of ‘UBillboardComponent’
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: C:\Program Files (x86)\Epic Games\4.14\Engine\Source\Runtime\Engine\Classes\Components/BillboardComponent.h(14): note: see declaration of ‘UBillboardComponent’
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: E:\UE4 Projects\OddaronGame\Source\OddaronGame\ChestSpawnVolume.cpp(54): error C2228: left of ‘.Category’ must have class/struct/union
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: E:\UE4 Projects\OddaronGame\Source\OddaronGame\ChestSpawnVolume.cpp(55): error C2039: ‘SpriteInfo’: is not a member of ‘UBillboardComponent’
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: C:\Program Files (x86)\Epic Games\4.14\Engine\Source\Runtime\Engine\Classes\Components/BillboardComponent.h(14): note: see declaration of ‘UBillboardComponent’
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: E:\UE4 Projects\OddaronGame\Source\OddaronGame\ChestSpawnVolume.cpp(55): error C2228: left of ‘.DisplayName’ must have class/struct/union
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: E:\UE4 Projects\OddaronGame\Binaries\Win64\OddaronGame.exe
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 2.95 seconds
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 3.087206s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files (x86)\Epic Games\4.14\Engine\Binaries\DotNET\UnrealBuildTool.exe OddaronGame Win64 Development -Project=“E:\UE4 Projects\OddaronGame\OddaronGame.uproject” “E:
UE4 Projects\OddaronGame\OddaronGame.uproject” -remoteini=“E:\UE4 Projects\OddaronGame” -noxge -NoHotReload -ignorejunk. See logfile for details: ‘UnrealBuildTool-2017.01.09-12.44.14.txt’
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback) UATHelper: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary
2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars) UATHelper: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary
2 EnvVars)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) UATHelper: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable
1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable
1 InChangelistNumberOverride, Dictio
nary2 InTargetToManifest) UATHelper: Packaging (Windows (64-bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) UATHelper: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) UATHelper: Packaging (Windows (64-bit)): at BuildCookRun.ExecuteBuild() UATHelper: Packaging (Windows (64-bit)): at AutomationTool.BuildCommand.Execute() UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List
1 CommandsToExecute, CaselessDictionary1 Commands) UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String] Arguments) UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param) UATHelper: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func
2 Main, Object Param)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Program.Main()
UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error
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The Part of the Code with the component
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// Sets default values
AChestSpawnVolume::AChestSpawnVolume()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = false;
bReplicates = true;
// Set up Boundry
BoundryBox = CreateDefaultSubobject<UBoxComponent>(TEXT("Spawn Volume"));
BoundryBox->bGenerateOverlapEvents = true;
//BoundryBox->AttachTo(RootComponent);
BoundryBox->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepWorldTransform);
//Set up Root Component
RootComponent = BoundryBox;
RootComponent->Mobility = EComponentMobility::Movable;
//************* START SETUP BILLBOARD ******************
struct FConstructorStatics
{
// A helper class object we use to find target UTexture2D object in resource package
ConstructorHelpers::FObjectFinderOptional<UTexture2D> MarkerTextureObject;
// Icon sprite category name
FName ID_CatagoryName;
// Icon sprite display name
FText NAME_DisplayName;
FConstructorStatics()
// Use helper class object to find the texture
// "/Engine/EditorResources/S_Note" is resource path
: MarkerTextureObject(TEXT("/Game/EditorAssets/ChestSpawner.ChestSpawner"))
, ID_CatagoryName(TEXT("SpawnMarker"))
, NAME_DisplayName(NSLOCTEXT("SpriteCategory", "SpawnMarker", "SpawnMarker"))
{
}
};
static FConstructorStatics ConstructorStatistics;
BillBoardComp = CreateEditorOnlyDefaultSubobject<UBillboardComponent>(TEXT("Billboard Icon"), true);
if (BillBoardComp)
{
BillBoardComp->Sprite = ConstructorStatistics.MarkerTextureObject.Get();
BillBoardComp->SpriteInfo.Category = ConstructorStatistics.ID_CatagoryName;
BillBoardComp->SpriteInfo.DisplayName = ConstructorStatistics.NAME_DisplayName;
BillBoardComp->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepWorldTransform);
BillBoardComp->Mobility = EComponentMobility::Movable;
}
//************* END SETUP BILLBOARD ******************
}
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Any help is appreciated.