Make fail to build UE4Editor Linux Shipping

The make construction fail on UE4Editor Linux Shipping with

error: use of undeclared identifier 'EQSLocalData'
        if (++CurrentEQSIndex >= EQSLocalData.Num())

The only related post I found is:

But “LANG=C make UE4Editor” does not solve my problem: the following time I run “LANG=C make” the problem still there.

When I start UE4Client or UE4Editor, both fail, so I guess something still missing.

Following, the output:

> LANG=C make
... //removed for briefty
Engine/Build/BatchFiles/Linux/Build.sh UE4Editor Linux Shipping 
Building UE4Editor...
Using clang version '3.3' (string), 3 (major), 3 (minor), -1 (patch)
/bin/sh  -c '/bin/sh "/xxx/Unreal/UnrealEngine-release/Engine/
    >Intermediate/Build/Linux/x86_64-unknown-linux-gnu/UE4Editor/Shipping/
    >FixDependencies.sh" && touch "/xxx/Unreal/
    >UnrealEngine-release/Engine/Intermediate/Build/Linux/x86_64-unknown-linux-gnu/
    >UE4Editor/Shipping/UE4Editor-Linux-Shipping.link"'
Performing 35 actions (2 in parallel)
[1/35] Compile Module.LevelEditor.cpp
[2/35] Compile Module.GameplayDebugger.cpp
In file included from /xxx/Unreal/UnrealEngine-release/Engine/
    >Intermediate/Build/Linux/x86_64-unknown-linux-gnu/UE4Editor/Shipping/
    >GameplayDebugger/Module.GameplayDebugger.cpp:3:
/xxx/Unreal/UnrealEngine-release/Engine/Source/Developer/
    >GameplayDebugger/Private/GameplayDebuggingComponent.cpp(562,26) :  
    > error: use of undeclared identifier 'EQSLocalData'
        if (++CurrentEQSIndex >= EQSLocalData.Num())
                                 ^
1 error generated.
... //removed for briefty

I removed the “shipping” and “test” options in the makefile and the compilation seem to work. I had also removed MinidumpDiagnostic which throw “does not support the linux platform”. Is this really supposed to happen? Is there a way to compile the full UE4?

Hi Escain,

There’s no easy way to compile UE4Editor-Shipping, nor is it really intended to be done. Even Epic distributes Development build of the Editor with their binary downloads.

You should always compile Development as a final build and use Test or Debug ones for debugging depending on the situation. Test build has less debug info than Debug build, while Development has minimum debug information.