So, I’ve grabbed the KinectDemoRoom project from GitHub, attempt to open the uproject with UE 4.9, and it gave me this:
When I press Yes, this appears:
So I opened the VS solution file generated within the same folder, inside it has the UE4 and KinectDemoRoom vc projects. For both, I’ve cleaned and built them using the Develop_Editor configuration.
UE4 didn’t seem to have any compiling problem, but when I try to rebuild KinectDemoRoom, it returned with this errors:
1>------ Rebuild All started: Project: KinectDemoRoom, Configuration: Development_Editor x64 ------
1> Cleaning KinectDemoRoomEditor Binaries...
1> Creating makefile for KinectDemoRoomEditor (no existing makefile)
1> Performing full C++ include scan (no include cache file)
1> Parsing headers for KinectDemoRoomEditor
1> Running UnrealHeaderTool "<root_folder>\KinectDemoRoom\KinectDemoRoom.uproject" "<root_folder>\KinectDemoRoom\Intermediate\Build\Win64\KinectDemoRoomEditor\Development\UnrealHeaderTool.manifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -rocket -installed
1>EXEC : error : Couldn't find parent type for 'K2Node_AsyncAction' named 'UK2Node_BaseAsyncTask' in current module or any other module parsed so far.
1>Error : Failed to generate code for KinectDemoRoomEditor - error code: OtherCompilationError (5)
1> UnrealHeaderTool failed for target 'KinectDemoRoomEditor' (platform: Win64, module info: <root_folder>\KinectDemoRoom\Intermediate\Build\Win64\KinectDemoRoomEditor\Development\UnrealHeaderTool.manifest).
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(43,5): error MSB3075: The command ""C:\Program Files\Epic Games\4.9\Engine\Build\BatchFiles\Rebuild.bat" KinectDemoRoomEditor Win64 Development "<root_folder>\KinectDemoRoom\KinectDemoRoom.uproject" -rocket" exited with code 5. Please verify that you have sufficient rights to run this command.
========== Rebuild All: 0 succeeded, 1 failed, 0 skipped ==========
I’ve just begun using Unreal, and was kind of at lose at where the problem is. Do I have to copy the plugin to under the UE folder and use it as an Engine plugin? Or did I compile the projects incorrectly? How exactly do I use the source code after I cloned it from GitHub?
Thank you for any help given.