kosmoski
(kosmoski)
July 11, 2016, 11:04am
1
Hi guys, first - I’m a Graphic designer, not a programer. Don’t be so harsh on me. So I trying to use Epic’s WEB Plugin - to display it in mine current project’s viewport.
I get some thing like this when I cook my project:
Cmd: OBJ SAVEPACKAGE PACKAGE=“/Temp/Untitled_1” FILE=“…/…/…/…/…/…/Users/Łukasz/Desktop/test_d/Saved/Autosaves/Temp/UEDPCUntitled_1.umap” SILENT=true AUTOSAVING=true KEEPDIRTY=true
LogSavePackage: Save=33.11ms
LogSavePackage: Moving ‘…/…/…/…/…/…/Users/Łukasz/Desktop/test_d/Saved/UEDPCUntitled_14BB666934977D102E8F08387D168B11E.tmp’ to ‘…/…/…/…/…/…/Users/Łukasz/Desktop/test_d/Saved/Autosaves/Temp/UEDPCUntitled_1.umap’
LogSavePackage:Display: Finished SavePackage …/…/…/…/…/…/Users/Łukasz/Desktop/test_d/Saved/Autosaves/Temp/UEDPCUntitled_1.umap
LogEditorTransaction: Undo Spawn Play From Here Start
MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool…
MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/Users/Łukasz/Desktop/test_d/test_d.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=C:/Users/Łukasz/Desktop/test_d/test_d.uproject -cook -stage -archive -ar
MainFrameActions: Packaging (Windows (64-bit)): chivedirectory=C:/Users/Łukasz/Desktop/x64_v2 -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Łukasz\Desktop est_d est_d.uproject
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe test_d Win64 Development -Project=C:\Users\Łukasz\Desktop est_d est_d.uproject C:\Users\Łukasz\Desktop est_d est_d.uproject -remoteini=“C:\Users
MainFrameActions: Packaging (Windows (64-bit)): Łukasz\Desktop est_d” -noxge -generatemanifest -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 1,6752942s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe test_d Win64 Development -Project=C:\Users\Łukasz\Desktop est_d est_d.uproject C:\Users\Łukasz\Desktop est_d est_d.uproject -remoteini=“C:\Users
MainFrameActions: Packaging (Windows (64-bit)): Łukasz\Desktop est_d” -noxge -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 6 actions (4 in parallel)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: PCH.test_d.h.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: PCH.UELinkerFixupsName.h.cpp
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: C:\Users\�ukasz\Desktop est_d\Intermediate\Build\Win64 est_d\Development est_d\PCH.test_d.h.cpp(1): fatal error C1083: Cannot open include file: ‘C:\Users\�?ukasz\Desktop est_d\Source est_d est_d.h’: No such file or directory
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: C:\Users\�ukasz\Desktop est_d\Intermediate\Build\Win64 est_d\Development\UELinkerFixups\PCH.UELinkerFixupsName.h.cpp(1): fatal error C1083: Cannot open include file: ‘C:\Users\�?ukasz\Desktop est_d\Intermediate\Build\Win64\UE4\Developme
MainFrameActions: Packaging (Windows (64-bit)): nt\UELinkerFixupsName.h’: No such file or directory
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:\Users\�ukasz\Desktop est_d\Binaries\Win64 est_d.exe
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 3,35 seconds
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 3,4952776s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): C:\Program Files (x86)\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe test_d Win64 Development -Project=C:\Users\Łukas
MainFrameActions: Packaging (Windows (64-bit)): z\Desktop est_d est_d.uproject C:\Users\Łukasz\Desktop est_d est_d.uproject -remoteini=“C:\Users\Łukasz\Desktop est_d” -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool-2016.07.11-13.02.36.txt’
MainFrameActions: Packaging (Windows (64-bit)): w AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (64-bit)): w AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary
2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)): w AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVa rs) MainFrameActions: Packaging (Windows (64-bit)): w AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable
1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable
1 InChangelistNumberOverride,
Dictionary2 InTargetToManifest) MainFrameActions: Packaging (Windows (64-bit)): w Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) MainFrameActions: Packaging (Windows (64-bit)): w BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Packaging (Windows (64-bit)): w AutomationTool.BuildCommand.Execute() MainFrameActions: Packaging (Windows (64-bit)): w AutomationTool.Automation.Execute(List
1 CommandsToExecute, CaselessDictionary1 Commands) MainFrameActions: Packaging (Windows (64-bit)): w AutomationTool.Automation.Process(String] CommandLine) MainFrameActions: Packaging (Windows (64-bit)): w AutomationTool.Program.MainProc(Object Param) MainFrameActions: Packaging (Windows (64-bit)): w AutomationTool.InternalUtils.RunSingleInstance(Func
2 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)): w AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files…
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error
So… ( after doing some research )I know, that i must do it through Visual Studio. But when I generate C++ class I get this:
LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(76392693) SRandInit(76392694).
LogTaskGraph: Started task graph with 4 named threads and 7 total threads with 1 sets of task threads.
LogStats: Stats thread started at 0.082507
LogInit: Version: 4.12.5-3039270+++UE4+Release-4.12
LogInit: API Version: 2992821
LogInit: Net Version: 3039270
LogDevObjectVersion: Number of dev versions registered: 13
LogDevObjectVersion: Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 3
LogDevObjectVersion: Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
LogDevObjectVersion: Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 1
LogDevObjectVersion: Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 2
LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 6
LogDevObjectVersion: Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0
LogDevObjectVersion: Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
LogDevObjectVersion: Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
LogDevObjectVersion: Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
LogDevObjectVersion: Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
LogDevObjectVersion: Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 2
LogDevObjectVersion: Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 0
LogDevObjectVersion: Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
LogInit: Compiled (64-bit): Jul 6 2016 09:09:46
LogInit: Compiled with Visual C++: 19.00.23026.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.12
LogInit: Command line: -EpicPortal
LogInit: Base directory: C:/Program Files (x86)/Epic Games/4.12/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogInit: Using libcurl 7.41.0
LogInit: - built for x86_64-pc-win32
LogInit: - supports SSL with WinSSL
LogInit: - other features:
LogInit: CURL_VERSION_SSL
LogInit: CURL_VERSION_IPV6
LogInit: CURL_VERSION_ASYNCHDNS
LogInit: CURL_VERSION_LARGEFILE
LogInit: CURL_VERSION_IDN
LogInit: CurlRequestOptions (configurable via config and command line):
LogInit: - bVerifyPeer = true - Libcurl will verify peer certificate
LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
LogInit: - bDontReuseConnections = false - Libcurl will reuse connections
LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time.
LogInit: Presizing for max 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer: ŁUKASZ-MODII3D
LogInit: User: Łukasz
LogInit: CPU Page size=65536, Cores=4
LogInit: High frequency timer resolution =2.734337 MHz
LogMemory: Memory total: Physical=18.0GB (18GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 190.24 MB used, 190.24 MB peak
LogMemory: Process Virtual Memory: 195.23 MB used, 195.23 MB peak
LogMemory: Physical Memory: 5728.31 MB used, 18429.59 MB total
LogMemory: Virtual Memory: 554.32 MB used, 134217728.00 MB total
LogTextLocalizationManager: No translations for (‘pl-PL’) exist, falling back to ‘en’ for localization and internationalization data.
LogD3D11RHI: D3D11 adapters:
LogD3D11RHI: 0. ‘NVIDIA GeForce GTX 960’ (Feature Level 11_0)
LogD3D11RHI: 4010/0/9214 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:2, VendorId:0x10de
LogD3D11RHI: 1. ‘Microsoft Basic Render Driver’ (Feature Level 11_0)
LogD3D11RHI: 0/0/9214 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
LogD3D11RHI: Chosen D3D11 Adapter: 0
LogD3D11RHI: Creating new Direct3DDevice
LogD3D11RHI: GPU DeviceId: 0x1401 (for the marketing name, search the web for “GPU Device Id”)
LogWindows: EnumDisplayDevices:
LogWindows: 0. ‘NVIDIA GeForce GTX 960’ (P:0 D:1)
LogWindows: 1. ‘NVIDIA GeForce GTX 960’ (P:1 D:1)
LogWindows: 2. ‘NVIDIA GeForce GTX 960’ (P:0 D:0)
LogWindows: 3. ‘NVIDIA GeForce GTX 960’ (P:0 D:0)
LogWindows: DebugString: FoundDriverCount:4
LogD3D11RHI: Adapter Name: NVIDIA GeForce GTX 960
LogD3D11RHI: Driver Version: 368.39 (internal:10.18.13.6839, unified:368.39)
LogD3D11RHI: Driver Date: 6-2-2016
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
LogD3D11RHI: Async texture creation enabled
LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 1)
LogShaderCompilers: Guid format shader working directory is 3 characters bigger than the processId version (…/…/…/…/…/…/Users/Łukasz/Desktop/test_d/Intermediate/Shaders/WorkingDirectory/7024/).
LogShaderCompilers: Cleaned the shader compiler working directory ‘C:/Users/UKASZ~1/AppData/Local/Temp/UnrealShaderWorkingDir/688F1BC442E6389D6576A39DC23C7AF7/’.
LogShaderCompilers:Display: Using Local Shader Compiler.
LogTemp:Display: Loaded TP AllDesktopTargetPlatform
LogTemp:Display: Loaded TP WindowsClientTargetPlatform
LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
LogTemp:Display: Loaded TP WindowsServerTargetPlatform
LogTemp:Display: Loaded TP WindowsTargetPlatform
LogTemp:Display: Loaded TP AndroidTargetPlatform
LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
LogTemp:Display: Loaded TP Android_ATCTargetPlatform
LogTemp:Display: Loaded TP Android_DXTTargetPlatform
LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
LogTemp:Display: Loaded TP Android_MultiTargetPlatform
LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
LogTemp:Display: Loaded TP HTML5TargetPlatform
LogTemp:Display: Loaded TP IOSTargetPlatform
LogTemp:Display: Loaded TP TVOSTargetPlatform
LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
LogTemp:Display: Loaded TP LinuxServerTargetPlatform
LogTemp:Display: Loaded TP LinuxTargetPlatform
LogTargetPlatformManager:Display: Building Assets For Windows
LogDerivedDataCache:Display: Max Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 0.07s 48MB C:/Users/Łukasz/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Łukasz/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file …/…/…/…/…/…/Users/Łukasz/Desktop/test_d/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file …/…/…/…/…/…/Users/Łukasz/Desktop/test_d/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
LogDerivedDataCache:Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/Compressed.ddp.
LogDerivedDataCache: Using Local data cache path C:/Users/Łukasz/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
LogInit: Selected Device Profile: [Windows]
LogContentStreaming: Texture pool size is 0.00 MB
LogMeshUtilities: No automatic mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
LogMeshUtilities: No distributed automatic mesh merging module available
LogAssetRegistry: FAssetRegistry took 0.0221 seconds to start up
LogPackageLocalizationCache: Processed 3 localized package path(s) for 1 prioritized culture(s) in 0.018673 seconds
LogUObjectArray: 28739 objects as part of root set at end of initial load.
LogUObjectAllocator: 5855624 out of 0 bytes used by permanent object pool.
LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
LogEngine: Initializing Engine…
LogHMD: SteamVR failed to initialize. Err: 110
LogHMD: SteamVR failed to initialize. Err: 110
LogAIModule: Creating AISystem for world NewWorld
LogInit: XAudio2 using ‘Słuchawki (Urządzenie zgodne ze standardem High Definition Audio)’ : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogDerivedDataCache: Saved boot cache 0.03s 48MB C:/Users/Łukasz/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LocalizationService: Info Localization service is disabled
LogCook:Display: Max memory allowance for cook 8192mb
LogCook:Display: Mobile HDR setting 1
LogFileCache: Scanning file cache for directory ‘C:/Users/Łukasz/Desktop/test_d/Content/’ took 0.01s
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE=“…/…/…/Engine/Content/Maps/Templates/Template_Default.umap” TEMPLATE=1 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogAIModule: Creating AISystem for world Untitled_1
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 62.567ms to complete.
LogFileHelpers: Loading map ‘Template_Default’ took 0.457
LogCollectionManager: Loaded 0 collections in 0.002537 seconds
LogFileCache: Scanning file cache for directory ‘C:/Users/Łukasz/Desktop/test_d/Saved/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘C:/Users/Łukasz/Desktop/test_d/Content/Developers/Łukasz/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘C:/Users/Łukasz/Desktop/test_d/Content/Collections/’ took 0.01s
LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000003 seconds
LogContentBrowser: Native class hierarchy populated in 0.0114 seconds. Added 2053 classes and 380 folders.
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset - 0.000 s
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast - 0.000 s
LogContentBrowser: Native class hierarchy updated for ‘GameplayTags’ in 0.0005 seconds. Added 12 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘WidgetCarousel’ in 0.0004 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘AddContentDialog’ in 0.0007 seconds. Added 0 classes and 0 folders.
LogWindowsTextInputMethodSystem:Display: IME system now deactivated.
LogCrashTracker: Crashtracker disabled due to settings.
LogDirectoryWatcher:Warning: Failed to begin reading directory changes for …/…/…/…/…/…/Users/Łukasz/Desktop/test_d/Plugins/. Error: Nie można odnaleźć określonego pliku. (0x00000002)
LogUObjectGlobals:Warning: Failed to find object ‘Class None.’
LogContentBrowser: Native class hierarchy updated for ‘HierarchicalLODOutliner’ in 0.0005 seconds. Added 1 classes and 2 folders.
LogLoad: Full Startup: 7.29 seconds (BP compile: 0.05 seconds)
LogExternalProfiler: Found external profiler: VSPerf
LogExternalProfiler: Using external profiler: VSPerf
LogOcInput: OculusInput pre-init called
LogContentStreaming: Texture pool size now 1000 MB
LogRenderer: Reallocating scene render targets to support 1092x608 (Frame:2).
LogAssetRegistry: Asset discovery search completed in 3.7457 seconds
LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000001 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000032 seconds (updated 0 objects)
Running C:/Program Files (x86)/Epic Games/4.12/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project=“C:/Users/Łukasz/Desktop/test_d/test_d.uproject” -game -rocket -progress
Discovering modules, targets and source code for project…
LogHotReload: Recompiling module test_d…
LogVSAccessor:Warning: Couldn’t access Visual Studio
Recompiling test_d…
Launching UnrealBuildTool… [C:/Program Files (x86)/Epic Games/4.12/Engine/Binaries/DotNET/UnrealBuildTool.exe test_d -Module test_d Win64 Development -editorrecompile -canskiplink “C:/Users/Łukasz/Desktop/test_d/test_d.uproject” -2015]
Performing full C++ include scan (hot reloading a new target)
Creating makefile for hot reloading test_d (no existing makefile)
Compiling game modules for hot reload
Performing 6 actions (4 in parallel)
[3/6] Resource ModuleVersionResource.rc.inl
[2/6] Resource PCLaunch.rc
PCH.test_d.h.cpp
C:\Users?ukasz\Desktop est_d\Intermediate\Build\Win64\UE4Editor\Development est_d\PCH.test_d.h.cpp(1): fatal error C1083: Cannot open include file: ‘C:\Users??ukasz\Desktop est_d\Source est_d est_d.h’: No such file or directory
ERROR: UBT ERROR: Failed to produce item: C:\Users?ukasz\Desktop est_d\Binaries\Win64\UE4Editor-test_d.dll
Total build time: 6,27 seconds
CompilerResultsLog: New page: Compilation - Jul 11, 2016, 1:42:13 PM
CompilerResultsLog: Info Performing full C++ include scan (hot reloading a new target)
CompilerResultsLog: Info Creating makefile for hot reloading test_d (no existing makefile)
CompilerResultsLog: Info Compiling game modules for hot reload
CompilerResultsLog: Info Performing 6 actions (4 in parallel)
CompilerResultsLog: Info [3/6] Resource ModuleVersionResource.rc.inl
CompilerResultsLog: Info [2/6] Resource PCLaunch.rc
CompilerResultsLog: Info PCH.test_d.h.cpp
CompilerResultsLog:Error: Error C:\Users?ukasz\Desktop est_d\Intermediate\Build\Win64\UE4Editor\Development est_d\PCH.test_d.h.cpp(1) : fatal error C1083: Cannot open include file: ‘C:\Users??ukasz\Desktop est_d\Source est_d est_d.h’: No such file or directory
CompilerResultsLog: Info ERROR: UBT ERROR: Failed to produce item: C:\Users?ukasz\Desktop est_d\Binaries\Win64\UE4Editor-test_d.dll
CompilerResultsLog: Info Total build time: 6,27 seconds
LogMainFrame: MainFrame: Module compiling took 6.441 seconds
Ok, then, when I compile project in VS I get another errors:
and
Also Visual Studio gives me this:
Error C1083 Cannot open include file: ‘C:\Users\Ĺ?ukasz\Desktop est_d\Source est_d est_d.h’: No such file or directory
Error Failed to produce item: C:\Users\Łukasz\Desktop est_d\Binaries\Win64\UE4Editor-test_d-3881.dll
Error MSB3075 The command ““C:\Program Files (x86)\Epic Games\4.12\Engine\Build\BatchFiles\Build.bat” test_dEditor Win64 Development “C:\Users\Łukasz\Desktop est_d est_d.uproject” -waitmutex” exited with code 5. Please verify that you have sufficient rights to run this command.
I have installed on Mine VS “Programing Languages”, Common Tools and practically everything else. And Im runing 4.12.5
I don’t know what I doing wrong. I will appreciate any help.