I am following this tutorial (Unreal Engine 4 C++ Tutorial | Kodeco) and pretty sure the code is not the problem (its very basic I have just declared and initialized a StaticMesh, SpringArm, Camera.).
I’ve had VS2019 on my system for years. I use it for native cpp and for Unity for a long time and never once had it hang like this.
I have just started UE4 today, did not use fresh install of VS2019. If I ‘Compile’ inside the UE editor, all is fine. But if I Ctrl-Shift-B in the Visual Studio it hangs and I have to kill the process.
This doesn’t occur every time. For example after it hangs, I simply kill VS2019, reopen it and press Ctrl-Shift-B and then everything is fine again.
However this has happened many times in the last hour.
Version I have is: Version: 4.27.0-17155196+++UE4+Release-4.27
(if the code is relevant i post it here but I doubt it is relevant):
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Components/StaticMeshComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Camera/CameraComponent.h"
#include "BasePlayer.generated.h"
UCLASS()
class PRISONGAME_API ABasePlayer : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
ABasePlayer();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
UStaticMeshComponent* Mesh;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
USpringArmComponent* SpringArm;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
UCameraComponent* Camera;
};
// Fill out your copyright notice in the Description page of Project Settings.
#include "BasePlayer.h"
// Sets default values
ABasePlayer::ABasePlayer()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
Mesh = CreateDefaultSubobject<UStaticMeshComponent>("Mesh");
SpringArm = CreateDefaultSubobject<USpringArmComponent>("SpringArm");
Camera = CreateDefaultSubobject<UCameraComponent>("Camera");
RootComponent = Mesh;
SpringArm->SetupAttachment(Mesh);
Camera->SetupAttachment(SpringArm);
}
// Called when the game starts or when spawned
void ABasePlayer::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ABasePlayer::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void ABasePlayer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}