Low Entry Plugins

When building 4.15.1 (also 4.15.0) from source, I get errors from the plugins all similar to this:


Severity	Code	Description	Project	File	Line	Suppression State
Error		Expected LowEntryBitDataEntry.h to be first header included.	UE4	E:\UEngine\Engine\Plugins\Marketplace\LowEntryExtStdLib\Source\LowEntryExtendedStandardLibrary\Private\Classes\LowEntryBitDataEntry.cpp	1	



#include "LowEntryExtendedStandardLibraryPrivatePCH.h"
#include "LowEntryBitDataEntry.h"


// init >>
	ULowEntryBitDataEntry::ULowEntryBitDataEntry(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
	{
	}


I know that 4.15 changed the way it does headers. Is there some switch I need to set in the compiler to build this or something else that I am missing?

Ehm what. I’ve never seen or heard from this, everything compiles fine for me using the 4.15 source build and using the 4.15 binary build.

What platform are you using?

Does/did compiling for older engine versions (4.14 etc) work?

Win 7.

Yes, all previous versions of the engine built fine with the plugins. I’ll double check everything today and make sure everything is up to date and if necessary wipe and start from scratch.

I’ve added pixel blueprints (and more).

The update can be pulled in from https://code…com/Applications/Plugins/UE4/ExtendedStandardLibrary

You can also wait till Epic publishes the update on the marketplace, which will probably take a couple of days to a couple of weeks.

Awesome! Btw Rama already got pixel feature in his plugin. Finally I can try to make a gesture template using texture data now))

I am also having the same errors. After adding it to the launcher engine, I copied it to my source build, generated project files, and tried to rebuild but couldn’t.
I read from somewhere to disable IWYU, but I don’t know how to do that and I can’t find the solution anywhere. If anyone can help I would very much appreciate it. Using Windows 10 here.

You can disable IWYU by adding
bEnforceIWYU = false;
to each plugin’s build.cs file(s).

You can find those files by going to the source folder of the plugin and then by going one deeper than that, so with the LE Extended Standard Library that’s:
ā€œPlugins\LowEntryExtendedStandardLibrary\Source\LowEntryExtendedStandardLibrary\LowEntryExtendedStandardLibrary.Build.csā€
and
ā€œPlugins\LowEntryExtendedStandardLibrary\Source\LowEntryExtendedStandardLibraryEditor\LowEntryExtendedStandardLibraryEditor.Build.csā€.

Anyway, it’s weird because if this is the problem then it should throw errors for me as well (I’m using Win 7, Visual Studio 2015).

If this fixes the errors you’re getting, let me know, I will be fixing the actual problems of the IWYU errors then (which are the include Engine.h lines and such).

The engine by itself compiles without a hitch.

Since it is clear that the Marketplace plugin source also compiles fine for Epic with the 4.15 engine source and presuming that the source files are identical, I can only conclude that there must be some compiler setting or other difference in build environments that they are using that I am not.

After reading some of the IWYU documentation, I suspect that some of the difficulty may lie with this:

All of the source files that come with the Marketplace compiled plugin appear to have these .pch files (in VS), I’m going to experiment with this.

Eidt: @ Trying the boolean switch now :slight_smile:

Ah, thanks for letting me know about " PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;", if I place that in the Build.cs files I get the same errors that you were getting.

I will be fixing the code itself which should hopefully fix the errors you’re getting.

I’ll let you know when the code has been fixed (and send to Epic).

-Edit-

I’ve found out how to fix the errors. It’s not hard to do, it’s just quite some work. I’ll probably be done in an hour or two.

I have fixed the errors, could you please redownload the LE Extended Standard Library plugin from https://code…com/Applications/Plugins/UE4/ExtendedStandardLibrary and see if the new version works?

Doing so now. :slight_smile:

Found (and fixed) a couple more errors during HTML5 packaging.

You might want to redownload the plugin again. :rolleyes:

Cool. Still compiling the engine on the first version. Will download and re-compile when its done.

The Socket plugin also has these issues and I have removed it to test the standard library.

Will you be able to work on it in the short term? If not, could you describe the changes so that I might attempt to correct it myself?

I have gone through every plugin and fixed every problem I could find.

The problems indeed came from IWYU: https://docs.unrealengine.com/latest/INT/Programming/UnrealBuildSystem/IWYUReferenceGuide/index.html

If the new version of the LE Extended Standard Library works on your end then I’ll send Epic the updates (for every LE plugin) so they can publish them to the marketplace.

First version built with no problem. :slight_smile:

Will be looking forward to the updates from Epic.

The updates have been published to the marketplace.

I am going to increase the prices for the LE plugins (permanently).

The reason for the price increasements is that I’m going to try to do this full time. In order to make a living off of developing code plugins, the prices will need to be a bit higher.

hey is there anywhere we can get the sourcecode from (especially in my case for LowEntryFileManager) ive brought it on the marketplace but need it for a custom engine version

When you install a plugin using the Epic Games Launcher, the plugin is installed to "C:\Program Files\Epic Games\UE_4.15\Engine\Plugins\Marketplace"

To use it in a source project, do this:

  • in your project folder, create a folder called Plugins
  • put the downloaded plugin in the Plugins folder
  • right-click your project’s .uproject file and click on ā€œGenerate Visual Studio project filesā€
  • compile your project

ok thank you :slight_smile: