I’m including in my project some external content, which seems to also end up including a file called ‘winnt.h’, which is part of Windows (it’s contained in **C:\Program Files (x86)\Windows Kits\8.1\include\um**).
The problem is that this header file contains a definition for a macro that UE4 uses: TEXT
#define TEXT(quote) __TEXT(quote) // r_winnt
My project still builds, but I can see this causing problems, as it throws up these lines in the output of Visual Studio:
2>C:\Program Files (x86)\Windows Kits\8.1\include\um\winnt.h(536): warning C4005: 'TEXT': macro redefinition
2>c:\program files\epic games\ue_4.18\engine\source\runtime\core\public\HAL/Platform.h(848): note: see previous definition of 'TEXT'
Anyone know anything I can do to avoid conflicts with this redefinition of a macro?
I had this problem when I was trying to work out how to build and include the OpenVDB library in my UE4 project. Fortunately for me, around the same time Epic released the ProxyLOD plugin, which uses OpenVDB, so I was able to essentially steal their builds/includes of the libraries. I’m not sure how Epic themselves got around this problem though…
I’m also running into this issue trying to access windows specific functionality from within my Unreal Application using #include “Windows/MinWindows”. I’m running 4.22.1 and would still like a solution to this problem if anyone has figured it out.
If you are doing WinSock TCP stuff you need a “header sandwich” to instruct Unreal to ignore all the Windows base stuff.
// put this at the top of your .h file above #includes
// UE4: allow Windows platform types to avoid naming collisions
// must be undone at the bottom of this file!
#include "AllowWindowsPlatformTypes.h"
#include "prewindowsapi.h"
… your
… header
… file
… content
// put this at the bottom of the .h file
// UE4: disallow windows platform types
// this was enabled at the top of the file
#include "PostWindowsApi.h"
#include "HideWindowsPlatformTypes.h"