Unreal Frontend Unresolved Externals? Any solution?

Just wondering if anybody has a solution or workaround for this. I’m trying to use a spare PC as a build machine, so I’ve formatted it, installed Unreal, VS, Latest GPU Drivers, Android Codeworks etc.

I’ve created a simple profile in UnrealFrontend which for now, only BUILDS the game. I’ve tried building for different platforms but it always seems to fail. I have a feeling this is because we have disabled a bunch of plugins for the project to avoid adding unnecessary content, but the build still fails regardless?

Here’s the log. Notice the Unresolved Externals for Occulus stuff, which we don’t touch.



UnrealBuildTool: Creating makefile for GESGame (no existing makefile)
UnrealBuildTool: Performing full C++ include scan (no include cache file)
UnrealBuildTool: Parsing headers for GESGame
UnrealBuildTool:   Running UnrealHeaderTool "D:\P4\SatSim_Main\GESGame.uproject" "D:\P4\SatSim_Main\Intermediate\Build\Win64\GESGame\Development\UnrealHeaderTool.manifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -rocket -installed
UnrealBuildTool: Reflection code generated for GESGame in 6.39195 seconds
UnrealBuildTool: Performing 13 actions (9 in parallel)
UnrealBuildTool: [4/13] Resource GESGame.rc
UnrealBuildTool: PCH.GoogleAnalyticsPrivatePCH.h.cpp
UnrealBuildTool: PCH.UELinkerFixupsName.h.cpp
UnrealBuildTool: PCH.GESGame.h.cpp
UnrealBuildTool: UELinkerFixups.cpp
UnrealBuildTool: GoogleAnalytics.generated.cpp
UnrealBuildTool: GoogleAnalyticsBlueprintLibrary.cpp
UnrealBuildTool: GoogleAnalyticsSettings.cpp
UnrealBuildTool: GoogleAnalytics.cpp
UnrealBuildTool: Module.GESGame.cpp
UnrealBuildTool: GESGame.generated.cpp
UnrealBuildTool: [12/13] Link UE4-GoogleAnalytics.lib
UnrealBuildTool: [13/13] Link GESGame.exe
UnrealBuildTool:    Creating library D:\P4\SatSim_Main\Binaries\Win64\GESGame.lib and object D:\P4\SatSim_Main\Binaries\Win64\GESGame.exp
UnrealBuildTool: UE4-OculusInput.lib(Module.OculusInput.cpp.obj) : error LNK2019: unresolved external symbol ovr_Initialize referenced in function "public: __cdecl FOculusInput::FOculusInput(class TSharedRef<class FGenericApplicationMessageHandler,0> const &)" (??0FOculusInput@@QEAA@AEBV?$TSharedRef@VFGenericApplicationMessageHandler@@$0A@@@@Z)
UnrealBuildTool: UE4-OculusInput.lib(Module.OculusInput.cpp.obj) : error LNK2019: unresolved external symbol ovr_Shutdown referenced in function "public: virtual __cdecl FOculusInput::~FOculusInput(void)" (??1FOculusInput@@UEAA@XZ)
UnrealBuildTool: UE4-OculusInput.lib(Module.OculusInput.cpp.obj) : error LNK2019: unresolved external symbol ovr_GetVersionString referenced in function "public: __cdecl FOculusInput::FOculusInput(class TSharedRef<class FGenericApplicationMessageHandler,0> const &)" (??0FOculusInput@@QEAA@AEBV?$TSharedRef@VFGenericApplicationMessageHandler@@$0A@@@@Z)
UnrealBuildTool: UE4-OculusInput.lib(Module.OculusInput.cpp.obj) : error LNK2019: unresolved external symbol ovr_GetInputState referenced in function "public: virtual void __cdecl FOculusInput::SendControllerEvents(void)" (?SendControllerEvents@FOculusInput@@UEAAXXZ)
UnrealBuildTool: UE4-OculusInput.lib(Module.OculusInput.cpp.obj) : error LNK2019: unresolved external symbol ovr_SetControllerVibration referenced in function "public: virtual void __cdecl FOculusInput::SetHapticFeedbackValues(int,int,struct FHapticFeedbackValues const &)" (?SetHapticFeedbackValues@FOculusInput@@UEAAXHHAEBUFHapticFeedbackValues@@@Z)
UnrealBuildTool: D:\P4\SatSim_Main\Binaries\Win64\GESGame.exe : fatal error LNK1120: 5 unresolved externals
UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: D:\P4\SatSim_Main\Binaries\Win64\GESGame.exe
UnrealBuildTool: Total build time: 57.80 seconds
CommandUtils.Run: Run: Took 57.8434909s to run UnrealBuildTool.exe, ExitCode=5
BuildCommand.Execute: ERROR: BUILD FAILED
Program.Main: ERROR: AutomationTool terminated with exception:
Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): C:\Program Files (x86)\Epic Games\4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe GESGame Win64 Development  D:\P4\SatSim_Main\GESGame.uproject  -remoteini="D:\P4\SatSim_Main" -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.02.09-13.38.40.txt'
Stacktrace:    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
   at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
   at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
   at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)
   at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
   at BuildCookRun.DoBuildCookRun(ProjectParams Params)
   at BuildCommand.Execute()
   at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
   at AutomationTool.Automation.Process(String] CommandLine)
   at AutomationTool.Program.MainProc(Object Param)
   at AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
   at AutomationTool.Program.Main()
ProcessManager.KillAll: Trying to kill 0 spawned processes.
Program.Main: AutomationTool exiting with ExitCode=5
Domain_ProcessExit
copying UAT log files...
RunUAT.bat ERROR: AutomationTool was unable to run successfully.
BUILD FAILED


And here’s our .UProject file with the unloaded plugins.



{
	"FileVersion": 3,
	"EngineAssociation": "4.10",
	"Category": "",
	"Description": "",
	"Modules": 
		{
			"Name": "GESGame",
			"Type": "Runtime",
			"LoadingPhase": "Default",
			"AdditionalDependencies": 
				"Engine",
				"UMG"
			]
		}
	],
	"Plugins": 
		{
			"Name": "Paper2D",
			"Enabled": false
		},
		{
			"Name": "MediaPlayerEditor",
			"Enabled": true
		},
		{
			"Name": "SpeedTreeImporter",
			"Enabled": false
		},
		{
			"Name": "BlankPlugin",
			"Enabled": false
		},
		{
			"Name": "ScriptGeneratorPlugin",
			"Enabled": false
		},
		{
			"Name": "UObjectPlugin",
			"Enabled": false
		},
		{
			"Name": "CharacterAI",
			"Enabled": false
		},
		{
			"Name": "LeapMotionController",
			"Enabled": false
		},
		{
			"Name": "AndroidMedia",
			"Enabled": true
		},
		{
			"Name": "AndroidMoviePlayer",
			"Enabled": true
		},
		{
			"Name": "AppleMoviePlayer",
			"Enabled": true
		},
		{
			"Name": "AvfMedia",
			"Enabled": true
		},
		{
			"Name": "WmfMedia",
			"Enabled": true
		},
		{
			"Name": "WindowsMoviePlayer",
			"Enabled": true
		},
		{
			"Name": "EpicSurvey",
			"Enabled": false
		},
		{
			"Name": "MacGraphicsSwitching",
			"Enabled": false
		},
		{
			"Name": "MessagingDebugger",
			"Enabled": false
		},
		{
			"Name": "PluginBrowser",
			"Enabled": true
		},
		{
			"Name": "SlateRemote",
			"Enabled": false
		},
		{
			"Name": "UdpMessaging",
			"Enabled": false
		},
		{
			"Name": "KDevelopSourceCodeAccess",
			"Enabled": false
		},
		{
			"Name": "NullSourceCodeAccess",
			"Enabled": false
		},
		{
			"Name": "CableComponent",
			"Enabled": false
		},
		{
			"Name": "CustomMeshComponent",
			"Enabled": false
		},
		{
			"Name": "ProceduralMeshComponent",
			"Enabled": false
		},
		{
			"Name": "GitSourceControl",
			"Enabled": false
		},
		{
			"Name": "SubversionSourceControl",
			"Enabled": false
		},
		{
			"Name": "GearVR",
			"Enabled": false
		},
		{
			"Name": "OculusRift",
			"Enabled": false
		},
		{
			"Name": "SteamVR",
			"Enabled": false
		},
		{
			"Name": "AnalyticsBlueprintLibrary",
			"Enabled": true
		}
	],
	"TargetPlatforms": 
		"Android",
		"WindowsNoEditor",
		"IOS"
	]
}


Another team here hasn’t been able to get Frontend to build or package correctly either. Is there something I’m missing?

Hi,

I ran into the same problem. It also happens if I try to build in VS for “Shipping Server”. I’m using 4.15.3.

I don’t quite understand it, but I found the source file where the offending constructor is defined, inserted and removed a space, and then saved the file. It built without the unresolved external.

Perhaps a rebuild all would get rid of it too, but I don’t have that kind of time.

Cheers,