I have encountered an trying to build a dedicated server for a 4.18 project. The engine was built from source, then a binary version was created from that.
My problem is the content of the “MyGame.Server.Target.cs” file located in the MyGame/Source folder.
using UnrealBuildTool;
using System.Collections.Generic;
public class MyGameServerTarget : TargetRules
{
public MyGameServerTarget(TargetInfo Target)
{
Type = TargetType.Server;
bUsesSteam = true;
}
// TargetRules interface.
public override bool GetSupportedPlatforms(ref List<UnrealTargetPlatform> OutPlatforms)
{
// It is valid for only server platforms
return UnrealBuildTool.UnrealBuildTool.GetAllServerPlatforms(ref OutPlatforms, false);
}
public override void SetupBinaries
(
TargetInfo Target, ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
OutExtraModuleNames.Add("MyGame");
}
}
Now as far as I know that is outdated, so I changed it to this:
using UnrealBuildTool;
using System.Collections.Generic;
public class MyGameServerTarget : TargetRules
{
public MyGameServerTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Server;
bUsesSteam = true;
ExtraModuleNames.AddRange( new string] { "MyGame" } );
}
// TargetRules interface.
public override bool GetSupportedPlatforms(ref List<UnrealTargetPlatform> OutPlatforms)
{
// It is valid for only server platforms
return UnrealBuildTool.UnrealBuildTool.GetAllServerPlatforms(ref OutPlatforms, false);
}
}
However, upon generating the project files, I get the following error:
ERROR: c:\MyProjectPath\MyGame\Source\MyGameServer.Target.cs(22,36) : error CS0122: 'UnrealBuildTool.UnrealBuildTool' is inaccessible due to its protection level
ERROR: c:\MyProjectPath\MyGame\Source\MyGameServer.Target.cs(22,52) : error CS0117: 'UnrealBuildTool.UnrealBuildTool' does not contain a definition for 'GetAllServerPlatforms'
ERROR: UnrealBuildTool Exception: Unable to compile source files.
Where is tango things? Not ArCore, tango. Tango plugin is missing there. I have Asus Zenfone AR and there is no documentation and plugin is dropped. In 4.17 tango plugin is present
4.18: [SPOILER]
[/SPOILER]
4.17
all tango classes is present, such as mesh reconstruction, area learning
[SPOILER]
[/SPOILER] tangoMapConfigurationActor is missing on 4.18[SPOILER]
[/SPOILER]
Bug editing the Light Color of a SkyLight
Every time you double-click to open the colorpicker, the hsv value is loaded incorrectly - an offset is added.
(if value is 0, then this does not happen).
Steps to reproduce:
Drag SkyLight into scene.
Double-click Light color to open Color Picker. Change to non-zero value and save (V in HSV)
Double-click Light color to open Color Picker again Incorrect value shown…
We have successfully upgraded our project to 4.18 with all the help of these transition guides from 4.15 to 4.18. However we have now stumbled upon a problem which I am not sure if some of you have encountered this and might have an idea how to tackle this.
We have excluded the following files from our version control server:
.target
.modules
.pdb
We (programmers) compile the latest DLLs and push them the to the server so that the whole team have the latest C++ changes and can continue working with the new changes we make daily. The rest of the team (non-programmers) do not have Visual Studio installed and have not required to need it installed on their PC.
However with upgrade to 4.18 the project keeps asking to build the DLLs because files are missing and it might be build with an different engine version. This was not the case in 4.0 - 4.17.
I have created an answer topic with a new project in 4.18 so you can see the differences.
I wanted to point out that there is no PS4 devkit Firmware version 4.730.001, instead there is a devkit 4.730.011, is that the one you support? or should I go for the 4.740.001?
(Tagging @Kontur as well since he had the original question).
Follow the updated instructions on that page (the 4.17 should still be valid). If you are using anything newer than 4.14 - you don’t need to override GetSupportedPlatforms.
Your Build.cs should look exactly like this
using UnrealBuildTool;
using System.Collections.Generic;
[SupportedPlatforms(UnrealPlatformClass.Server)] // This line replaced the need for override GetSupportedPlatforms.
public class MyGameServerTarget : TargetRules
{
public MyGameServerTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Server;
ExtraModuleNames.Add("MyGame");
}
}
Anyone else noticing slow load times for large cooked packages (1GB+) ?
Between 4.16.3 and 4.18 I did some basic testing and our cooked game load times are 2x faster in 4.16.
Both Async and EDL enabled, shipping configuration. Pak file mode disabled. Tested both initial load time (non Cached) and successive load times (IO Cached) both on Physical and SSD drives.
It’s more noticeable on Physical drives but the factor of difference is the same.
I feel 4.18 is a lot slower than 4.16 and 4.17 in general. Not sure what they changed that causes this, but it’s definitely noticable. I probably have to downgrade to 4.17 again.