im guessing something changed in 4.14 with spritecomponents?

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.

[SPOILER]
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, Dictionary2 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, Dictionary2 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, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1 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(List1 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(Func2 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
[/SPOILER]

The Part of the Code with the component
[SPOILER]



// 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 ******************
}


[/SPOILER]

Any help is appreciated.

It says (twice) that “‘SpriteInfo’: is not a member of ‘UBillboardComponent’”, so I’d take a look at that first.

i know its showing errors but i dont understand why. It all works. i have the c++ class made into a blueprint and in game and working exactly as expected. Compiles fine. The billboard component is editor only to show something to click to get the volume. When i use autocomplete SpriteInfo is a legitimate selection. Something must of changed between 4.10 and 4.14 with how this works but im not finding what.

— Edit —

Commented out those lines and its is failing for some other reason now. Wonder why the Thing i read about how to do this had that stuff in there. Everything seems to work fine without them as well.

[SPOILER]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:779] 0]LogWindows:Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:787] 0]LogWindows:Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:797] 0]LogWindows:Error:
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:807] 0]LogWindows:Error: Assertion failed: Mips.Num() > 0 [File:D:\Build++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\Engine\Private\TextureDerivedData.cpp] [Line: 1233]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:817] 0]LogWindows:Error:
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:827] 0]LogWindows:Error:
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:837] 0]LogWindows:Error:
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:847] 0]LogWindows:Error: KERNELBASE.dll
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:857] 0]LogWindows:Error: UE4Editor-Core.dll
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:867] 0]LogWindows:Error: UE4Editor-Core.dll
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:877] 0]LogWindows:Error: UE4Editor-Core.dll
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:887] 0]LogWindows:Error: UE4Editor-Engine.dll
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:897] 0]LogWindows:Error: UE4Editor-Engine.dll
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:907] 0]LogWindows:Error: UE4Editor-Engine.dll
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:917] 0]LogWindows:Error: UE4Editor-Engine.dll
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:927] 0]LogWindows:Error: UE4Editor-Engine.dll
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:937] 0]LogWindows:Error: UE4Editor-CoreUObject.dll
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:947] 0]LogWindows:Error: UE4Editor-CoreUObject.dll
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:957] 0]LogWindows:Error: UE4Editor-CoreUObject.dll
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:967] 0]LogWindows:Error: UE4Editor-UnrealEd.dll
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:978] 0]LogWindows:Error: UE4Editor-UnrealEd.dll
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:988] 0]LogWindows:Error: UE4Editor-UnrealEd.dll
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.34:998] 0]LogWindows:Error: UE4Editor-UnrealEd.dll
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.35:008] 0]LogWindows:Error: UE4Editor-UnrealEd.dll
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.35:018] 0]LogWindows:Error: UE4Editor-Cmd.exe
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.35:028] 0]LogWindows:Error: UE4Editor-Cmd.exe
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.35:038] 0]LogWindows:Error: UE4Editor-Cmd.exe
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.35:048] 0]LogWindows:Error: UE4Editor-Cmd.exe
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.35:058] 0]LogWindows:Error: UE4Editor-Cmd.exe
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.35:068] 0]LogWindows:Error: KERNEL32.DLL
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.35:078] 0]LogWindows:Error: ntdll.dll
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.35:088] 0]LogWindows:Error: ntdll.dll
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.35:098] 0]LogWindows:Error:
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.10-01.08.35:109] 0]LogWindows:Error: end: stack for UAT
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 141.6680503s to run UE4Editor-Cmd.exe, ExitCode=3
UATHelper: Packaging (Windows (64-bit)): Project.Cook: Cook failed. Deleting cooked data.
UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Cook failed. —> AutomationTool.AutomationException: BUILD FAILED: Failed while running Cook for E:\UE4 Projects\OddaronGame\OddaronGame.uproject; see log C:\Users\Kilrath\AppData\Roaming\Unreal Engine\AutomationTool\Lo
gs\C+Program+Files+(x86)+Epic+Games+4.14\Cook-2017.01.09-18.08.39.txt
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UE4Exe, String Commandlet, String Parameters)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.CookCommandlet(FileReference ProjectName, String UE4Exe, String] Maps, String] Dirs, String InternationalizationPreset, String] CulturesToCook, String TargetPlatform, String Parameters)
UATHelper: Packaging (Windows (64-bit)): at Project.Cook(ProjectParams Params)
UATHelper: Packaging (Windows (64-bit)): — End of inner exception stack trace —
UATHelper: Packaging (Windows (64-bit)): at Project.Cook(ProjectParams Params)
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(List1 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=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Cook Failure
[/SPOILER]

Well dang. Beats me. :frowning:

It’s crashing at the engine-level here:



Assertion failed: Mips.Num() > 0


AKA some array called ‘Mips’ has no entries… it’s difficult to debug this without code / VS attached unfortunately. You tried googling that error to see what comes up?

i did try googling it. Not comming up with much. I dont use this in any of my code. The only thing i could find was a reference to it being an issue with 4.12 that was supposed to be fixed in 4.14 but had something to do with textures if i read it right.