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    #46
    Originally posted by kamrann View Post

    Thanks Matthew, but that's a little different to what I was referring to. In my plugin code, I now need to specify, as an example:
    Code:
    #include "Widgets/Text/TextBlock.h"
    when previously the following would have sufficed (due to having "Slate" in my module's PublicDependencyModuleNames list):
    Code:
    #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: https://epicsupport.force.com/unrealengine/s/

    We'll look into this further once you've done so.

    Comment


      #47
      Originally posted by muchcharles View Post
      I get this when running .\GenerateProjectFiles.bat -2017 :

      Code:
      PS E:\git\UnrealEngine> .\GenerateProjectFiles.bat -2017
      Setting up Unreal Engine 4 project files...
      Binding IntelliSense data... 0%E:\git\UnrealEngine\Engine\Plugins\Runtime\nDisplay\Source\DisplayCluster\DisplayCluster.Build.cs: warning: Referenced directory 'E:\git\UnrealEngine\Engine\Plugins\Runtime\nDisplay\ThirdParty\VRPN\Include' does not exist.
      100%
      Writing project files... 100%
      Is that ThirdParty directory something that Setup.bat should have pulled in? Setup.bat didn't report any errors.

      Edit:

      the directory did exist, but had a different capitalization. I was able to run GenerateProjectFile.bat without the warning by renaming E:\git\UnrealEngine\Engine\Plugins\Runtime\nDisplay\ThirdParty\Vrpn to E:\git\UnrealEngine\Engine\Plugins\Runtime\nDisplay\ThirdParty\VRPN .
      Hello,

      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.

      Comment


        #48
        Originally posted by wilberolive View Post
        Just upgraded a project to 4.20 and now I get about 40 of these warning messages every time I open the project. Doesn't happen on the 4.19 project.

        Code:
        Attempting to load an instance of a transient class from disk - Package:'../../../../../../Users/User/Documents/Unreal Projects/MyProject 4.20/Content/Maps/Test.umap' Object:'EnvQueryManager_0' Class:'/Script/AIModule.EnvQueryManager'
        Any ideas?
        Hello,

        If you are able to reproduce this issue, please submit a bug report for this issue through our new Bug Submission Form. Please visit the link below for more details.

        https://epicsupport.force.com/unrealengine/s/

        Thanks

        Comment


          #49
          Planting millions of foliages 4.18 takes 30min in 4.20 5sek what have you guys done

          Comment


            #50
            Blutility mentioned in the first post, is this new system with old name or is it extension of existing blutilities?

            Comment


              #51
              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

              Comment


                #52
                Originally posted by HeavyBullets View Post
                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):
                1. In Build.cs fully remove 'PaperZDEditor\Public' from PublicIncludePaths(...).
                2. (It could be a bug - read the messages above) Add to PublicIncludePaths all path to in-engine headers used in your plugin.

                For example, build.cs in my plugin:

                4.19
                PublicIncludePaths.AddRange(
                new string[] {
                "VRIKBodyRuntime/Public"
                }
                );
                4.20
                PublicIncludePaths.AddRange(
                new string[] {
                "Runtime/AnimGraphRuntime/Public/BoneControllers",
                "Runtime/Engine/Public/Animation"
                }
                );
                Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
                And random stuff at Youtube

                Comment


                  #53
                  Originally posted by YuriNK View Post
                  1. In Build.cs fully remove 'PaperZDEditor\Public' from PublicIncludePaths(...).
                  2. (It could be a bug - read the messages above) Add to PublicIncludePaths all path to in-engine headers used in your plugin.

                  For example, build.cs in my plugin:

                  4.19


                  4.20
                  Thanks a lot YuriNK will test it right away.

                  Comment


                    #54
                    My Launcher isn't showing 4.20 after install. Still says 4.17, 4.19. Mac OSX. Tried reinstalling, tried restarting. Ideas?

                    Comment


                      #55
                      Hi all,

                      This is my first post here and I am a total n00b to UE4.

                      However, I noticed a change that impacted the projectile's behaviour. It seems they are no longer able to bounce at all.

                      Can anyone else check please? It is a real pain because I am actually working on a bouncing ball game

                      Thanks for your help guys, cheers.

                      Comment


                        #56
                        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

                        Matthew J 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?
                        Last edited by HeavyBullets; 07-19-2018, 02:34 PM.

                        Comment


                          #57
                          I can't launch 4.20 for some reason. It's giving me an error and soon after my computer attemps to shut down/restart.

                          Comment


                            #58
                            Originally posted by HeavyBullets View Post
                            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

                            Matthew J 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
                            This is because Path is part of System.IO. Add the following at the top of your .build.cs:

                            Code:
                            using System.IO;

                            Comment


                              #59
                              Originally posted by SilentAndAsleep View Post
                              I can't launch 4.20 for some reason. It's giving me an error and soon after my computer attemps to shut down/restart.
                              Hello,

                              If you believe this is a bug with the editor, please use our Bug Submission form to report the issue. When reporting the bug, you will need to provide more information however. Information to include would be the error that you're receiving, when exactly this issue occurs, and what kind of things you've tried to fix it.
                              Last edited by Matthew J; 07-19-2018, 03:51 PM.

                              Comment


                                #60
                                Originally posted by Matthew J View Post

                                To avoid needing to use the full path, you can use the following format for your includes:

                                PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public"));
                                This is because Path is part of System.IO. Add the following at the top of your .build.cs:

                                Code:
                                using System.IO;
                                Hi,
                                I tried to add this line and remove list of folders that I added to public include paths before. Unfortunately, it doesn't work.

                                 
                                Spoiler


                                 
                                Spoiler


                                If i uncomment these two lines in the build.cs, the plugin would compile successfully.
                                Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
                                And random stuff at Youtube

                                Comment

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