I’m getting a major problem trying to work with a 4.20 source build. Every time I add a new file to the project, regen, and build, it dies on trying to build UHT:
https:///Rvqit88.png
Current workaround is to right click -> rebuild UHT every time this happens. Still very annoying.
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Thanks , but that’s a little different to what I was referring to. In my plugin code, I now need to specify, as an example:
#include "Widgets/Text/TextBlock.h"
when previously the following would have sufficed (due to having “Slate” in my module’s PublicDependencyModuleNames list):
#include "TextBlock.h"
This extends beyond engine dependencies, to cross plugin dependencies and even intra-plugin module dependencies. I have to specify the full relative path (from “Public/”) when including a header from MyPluginModuleA into a file in MyPluginModuleB. It’s no big deal, I actually think it’s better this way. I was just checking whether this change was intended for plugins, since it has not been forced on game project code.
This doesn’t seem to be intended but I’m not 100% sure. As this could be a bug, can you please submit this, including all of the information you have on the topic, to our Bug Submission support channel? You can find the form here: Unreal Engine Community
Thank you for reporting this issue. We are unable to reproduce this issue at this time and it shouldn’t be a problem as UBT isn’t case-sensitive. If you do have any further information to provide that could assist in reproducing this, please report this issue using our Bug Submission Form.
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I see absolutely no fixes on the issues that Code plugins had on compiling…
We discussed this a lot and showed examples but we had absolutely no answers from Epic
Has anybody been able to compile a plugin for 4.20?
I just finished updating a plugin and tried to rocket build it but it fails with the following errors (this has to do with the bug on Preview3 it seems):
C:\Users\DarkK\Documents\Unreal Projects\paperzd_builds\4_20\HostProject\Plugins\PaperZD\Source\PaperZD\PaperZD.Build.cs: warning: Referenced directory ‘C:\Program Files\Epic Games\UE_4.20\Engine\Source\PaperZD\Public’ does not exist.
C:\Users\DarkK\Documents\Unreal Projects\paperzd_builds\4_20\HostProject\Plugins\PaperZD\Source\PaperZD\PaperZD.Build.cs: warning: Referenced directory ‘C:\Program Files\Epic Games\UE_4.20\Engine\Source\PaperZD\Public\AnimNodes’ does not exist.
C:\Users\DarkK\Documents\Unreal Projects\paperzd_builds\4_20\HostProject\Plugins\PaperZD\Source\PaperZD\PaperZD.Build.cs: warning: Referenced directory ‘C:\Program Files\Epic Games\UE_4.20\Engine\Source\PaperZD\Public\Notifies’ does not exist.
C:\Users\DarkK\Documents\Unreal Projects\paperzd_builds\4_20\HostProject\Plugins\PaperZD\Source\PaperZDEditor\PaperZDEditor.Build.cs: warning: Referenced directory ‘C:\Program Files\Epic Games\UE_4.20\Engine\Source\PaperZDEditor\Public’ does not exist.
Parsing headers for UE4Editor
Running UnrealHeaderTool UE4Editor “C:\Program Files\Epic Games\UE_4.20\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.uhtmanifest” -LogCmds=“loginit warning, logexit warning, logdatabase error” -Unattended -WarningsAsErrors -installed
Reflection code generated for UE4Editor in 11.1038306 seconds
ERROR: The first include statement in source file ‘C:\Users\DarkK\Documents\Unreal Projects\paperzd_builds\4_20\HostProject\Plugins\PaperZD\Source\PaperZD\Private\AnimNodes\PaperZDAnimNode.cpp’ is trying to include the file ‘PaperZDAnimNode.h’ as the precompiled header, but that file could not be located in any of the module’s include search paths.
(see C:\Program Files\Epic Games\UE_4.20\Engine\Programs\Aut
The bug is the same from Preview3 (which fails compiling because it searches the private and public includes on the engine source folder, instead of the plugin one…
Without this changes we will not be able to compile any code plugin from the time being
Just tested it… effectively it seems i know have to add the public include path of all the modules i already added…
This will be a long afternoon
[USER=“36033”] J[/USER] when trying to use the Path.Combine… i get this error
c:\Users\DarkK\Documents\Unreal Projects\paperzd_builds\4_20\HostProject\Plugins\PaperZD\Source\PaperZDEditor\PaperZDEditor.Build.cs(12,17) : error CS0103: The name ‘Path’ does not exist in the current context
adding it as follows:
PublicIncludePaths.AddRange(
new string] {
Path.Combine(ModuleDirectory, “Public”)
//“PaperZDEditor/Public”, => changed
// … add public include paths required here …
}
By removing the include, i can further compile, but need to start adding PublicIncludePaths as YuriNK told me to.
Is this intended?
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Module.VRIKBodyRuntime.cpp
G:\MyDocuments\Unreal Projects\Plugins\VRIKBody\HostProject\Plugins\VRIKBody\Source\VRIKBodyRuntime\Public\AnimNode_AdjustFootToZ.h(6): fatal error C1083: Can not find included file: AnimNode_SkeletalControlBase.h: No such file or directory,
Module.VRIKBodyRuntime.gen.cpp
G:\MyDocuments\Unreal Projects\Plugins\VRIKBody\HostProject\Plugins\VRIKBody\Source\VRIKBodyRuntime/Public/AnimNode_AdjustFootToZ.h(6): fatal error C1083: Can not find included file: AnimNode_SkeletalControlBase.h: No such file or directory,
Module.VRIKBodyEditor.gen.cpp
G:\MyDocuments\Unreal Projects\Plugins\VRIKBody\HostProject\Plugins\VRIKBody\Source\VRIKBodyRuntime\Public\AnimNode_AdjustFootToZ.h(6): fatal error C1083: Can not find included file: AnimNode_SkeletalControlBase.h: No such file or directory,
Module.VRIKBodyEditor.cpp
G:\MyDocuments\Unreal Projects\Plugins\VRIKBody\HostProject\Plugins\VRIKBody\Source\VRIKBodyRuntime\Public\AnimNode_AdjustFootToZ.h(6): fatal error C1083: Can not find included file: AnimNode_SkeletalControlBase.h: No such file or directory,
ERROR: UBT ERROR: Failed to produce item: G:\MyDocuments\Unreal Projects\Plugins\VRIKBody\HostProject\Plugins\VRIKBody\Intermediate\Build\Win64\UE4Editor-VRIKBodyRuntime.lib
If i uncomment these two lines in the build.cs, the plugin would compile successfully.