Yes that is the key thing here, if you just build the engine solution on its own it doesn’t know that your project has SQLiteSupport as a dependency (because your project isn’t being referenced) and won’t compile that module as a result.
@twiddle I’ve already changed the include from privatePCH to SQLiteSupport.h in SQLiteDatabaseConnection.h, but I haven’t had time to put the error to use sources if someone is trying to use it in Rocket builds.
That’d be great if you want to help!
If I might make a recommendation for this pull request - perhaps the README for the module could be updated with more information? Knowing that the launcher version of UE4 cannot build the module, and also that the engine must be recompiled once the user has added SQLiteSupport as a project dependency would both be very helpful to know.
Thank you very much for your help Jarek and Twiddle. I’m using sqlite in my project this very moment
Awesome! Thanks.
It’s merged on master already.
Jarek
Hi sirrus233,
Thank you for the solution.I followed all the steps. It worked for me.
Now I wanted to integrate the sqlite plugin to my project : https://github.com/
But I am facing the launching failure issue: Launching Failure while using SQLite3 Plugin - Plugins - Epic Developer Community Forums
can you please help me out from this?
I am having the same problem - when compiling the engine, it fails to build UE4Editor-SQLiteSupport.lib.
So when I compile my project, it gives a linker error.
I am confused about how to indicate to compile UE4Editor-SQLiteSupport.lib when compiling the engine.
To be clear - I have compiled both Debug and Release versions of sqlite.lib, they are in ThirdParty/sqlite/lib/x64/Release and ThirdParty/sqlite/lib/x64/Debug.
Similar to how to specify SQLiteSupport in the project, is there a step to indicate SQLiteSupport during engine build?
Thanks for any help
Hi OptimisticMonkey,
I wanted to let you know that I am looking into the issue that you described. I hope to have some information for you early next week. In the meantime, what version of the Engine are you using?
Thanks - That is awesome. I am using 4.10.
Hi OptimisticMonkey,
I apologize for the delay in getting the information that you need. The person who worked most closely with this module is no longer with the company, so I am trying to coordinate with another developer to try to find out what is happening.
Taking a quick guess here - If you are just building the engine on its own you could try adding SQLiteSupport as a dependency to an existing module in the engine. If you’re building the engine on its own, ie not compiling a project, just the core engine itself, by default, you won’t have a dependency on SQLitesupport (being an optional module, the engine deliberately omits a dependency on it) so it wont be built.
There’s an earlier discussion between myself and a few other users in the comment thread here, but its sorta buried, so I figured you might have missed it:
To test this out, you need to put “SQLiteSupport” in Public/PrivateDependencyModuleNames in Core.Build.cs, or another engine module.
Hi ,
Any update on this?
RB
Hi RB,
Unfortunately I don’t have any information yet. This time of year it can sometimes be difficult to coordinate available time with developers.
RB,
Essentially if you want the SQLite support to be built into the engine rather than being built when a project requires them, you should be able to just add a dependency on the SQLite modules to one of the engine modules.
I tried it this morning with 4.11 and everything worked fine. After downloading and building SQLite libs, I added a dependency to one of our sample game module’s build.cs file:
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"Landscape",
"HTTP",
"OnlineSubsystem",
"OnlineSubsystemUtils",
"GameplayTasks",
"AIModule",
"AITestSuite",
"SQLiteSupport",
}
and then built the game project without any issues.
Thanks Robert - Did u download the precompiled sqlite or compile the “amalgation” they provide?
I compiled it myself
We hope this plugin can help you.