Hi everyone,
I’ve a problem when I try to compile my code. This is my Output :
1>------ Début de la génération : Projet : ATOMICS_2, Configuration : Development_Game x64 ------
1> Parsing headers for ATOMICS_2
1> Running UnrealHeaderTool "D:\UDKProj\ATOMICS_2\ATOMICS_2.uproject" "D:\UDKProj\ATOMICS_2\Intermediate\Build\Win64\ATOMICS_2\Development\UnrealHeaderTool.manifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
1> D:/UDKProj/ATOMICS_2/Source/ATOMICS_2/Public/BlockAir.h(13) : 'BlockAir' can't be compiled: Parent class 'Block' has errors
1>Error : Failed to generate code for ATOMICS_2 - error code: OtherCompilationError (5)
1> UnrealHeaderTool failed for target 'ATOMICS_2' (platform: Win64, module info: D:\UDKProj\ATOMICS_2\Intermediate\Build\Win64\ATOMICS_2\Development\UnrealHeaderTool.manifest).
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(37,5): error MSB3073: La commande ""D:\Program Files\UE4\Epic Games\4.11\Engine\Build\BatchFiles\Build.bat" ATOMICS_2 Win64 Development "D:\UDKProj\ATOMICS_2\ATOMICS_2.uproject" -waitmutex" s'est arrêtée avec le code -1.
========== Génération : 0 a réussi, 1 a échoué, 0 mis à jour, 0 a été ignoré ==========
And this is my ABlock class :
UCLASS()
class ATOMICS_2_API ABlock : public AActor
{
GENERATED_BODY()
protected:
virtual MeshData FaceDataUp(AChunk& chunk, int x, int y, int z, MeshData meshdata);
virtual MeshData FaceDataDown(AChunk& chunk, int x, int y, int z, MeshData meshdata);
virtual MeshData FaceDataNorth(AChunk& chunk, int x, int y, int z, MeshData meshdata);
virtual MeshData FaceDataSouth(AChunk& chunk, int x, int y, int z, MeshData meshdata);
virtual MeshData FaceDataEast(AChunk& chunk, int x, int y, int z, MeshData meshdata);
virtual MeshData FaceDataWest(AChunk& chunk, int x, int y, int z, MeshData meshdata);
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite,Category="Attributes")
TArray<FVector> vertexArray;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attributes")
TArray<int32> faceDataArray;
// Sets default values for this actor's properties
ABlock();
virtual bool IsSolid(EDirection direction);
virtual MeshData BlockData(AChunk& chunk, int x, int y, int z, MeshData meshdata);
// Called when the game starts or when spawned
virtual void BeginPlay() override;
// Called every frame
virtual void Tick( float DeltaSeconds ) override;
};
I don’t see what is the problem. Can you help me ?