Recently I reinstall the oldest version of UE4 4.16 after installing the Xcode and Command Line from the Internet, but it occurs a new error… Opening the blueprint project is okay but when I turn to C++ project, it happens this.
*The project could not be compiled. Would you like to open it in Xcode?
Running Mono…
Setting up Mono
/Users/Shared/Epic Games/UE_4.16/Engine /Users/Shared/Epic Games/UE_4.16/Engine/Binaries/Mac
@progress push 5%
Parsing headers for MyProject1Editor
Running UnrealHeaderTool “/Users/allan/Documents/Unreal Projects/MyProject1/MyProject1.uproject” “/Users/allan/Documents/Unreal
Projects/MyProject1/Intermediate/Build/Mac/MyProject1Editor/Development/MyProject1Editor.uhtmanifest” -LogCmds=“loginit warning, logexit warning, logdatabase error” -Unattended -WarningsAsErrors -installed
Reflection code generated for MyProject1Editor in 25.7176717 seconds
@progress pop
Performing 8 actions (4 in parallel)
[1/8] Compile SharedPCH.Engine.h
In file included from /Users/Shared/Epic
Games/UE_4.16/Engine/Intermediate/Build/Mac/UE4Editor/Development/Engine/SharedPCH.Engine.h:132:
In file included from /Users/Shared/Epic Games/UE_4.16/Engine/Source/Runtime/Engine/Public/EngineSharedPCH.h:7:
In file included from Runtime/Core/Public/CoreTypes.h:10:
Runtime/Core/Public/HAL/Platform.h:749:56: error: use of logical ‘||’ with constant operand [-Werror,-Wconstant-logical-operand]
static_assert((TAreTypesEqual<TCHAR, ANSICHAR>::Value || TAreTypesEqual<TCHAR, WIDECHAR>::Value), "TCHAR should either be ANSICHAR or WIDECHAR.");
^ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Runtime/Core/Public/HAL/Platform.h:749:56: note: use ‘|’ for a bitwise operation
static_assert((TAreTypesEqual<TCHAR, ANSICHAR>::Value || TAreTypesEqual<TCHAR, WIDECHAR>::Value), “TCHAR should either be ANSICHAR or WIDECHAR.”);
^~
|
In file included from /Users/Shared/Epic Games/UE_4.16/Engine/Intermediate/Build/Mac/UE4Editor/Development/Engine/SharedPCH.Engine.h:132:
In file included from /Users/Shared/Epic Games/UE_4.16/Engine/Source/Runtime/Engine/Public/EngineSharedPCH.h:303:
Runtime/CoreUObject/Public/UObject/UnrealType.h:3277:37: error: lambda capture ‘LocalMapLayoutForCapture’ is not used [-Werror,-Wunused-lambda-capture]
[LocalKeyPropForCapture, KeyPtr, LocalMapLayoutForCapture](void* NewElementKey)
^~~~~~~~~~~~~~~~~~~~~~
Runtime/CoreUObject/Public/UObject/UnrealType.h:3290:41: error: lambda capture ‘LocalMapLayoutForCapture’ is not used [-Werror,-Wunused-lambda-capture]
[LocalValuePropForCapture, ValuePtr, LocalMapLayoutForCapture](void* NewElementValue)
^~~~~~~~~~~~~~~~~~~~~~
Runtime/CoreUObject/Public/UObject/UnrealType.h:3786:47: error: lambda capture ‘LocalSetLayoutForCapture’ is not used [-Werror,-Wunused-lambda-capture]
[LocalElementPropForCapture, ElementToAdd, LocalSetLayoutForCapture](void* NewElement)
^~~~~~~~~~~~~~~~~~~~~~
4 errors generated.
ERROR: UBT ERROR: Failed to produce item: /Users/allan/Documents/Unreal Projects/MyProject1/Binaries/Mac/UE4Editor-MyProject1.dylib
Total build time: 78.78 seconds (Local executor: 0.00 seconds)*
The errors are keeping occurs every time…