We'll look into this further once you've done so.
Announcement
Unreal Engine 4.20 Released!
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Originally posted by kamrann View Post
We'll look into this further once you've done so.
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Originally posted by muchcharles View PostI 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%
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 .
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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Originally posted by wilberolive View PostJust 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'
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
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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
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Originally posted by HeavyBullets View PostI 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):
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"
}
);
PublicIncludePaths.AddRange(
new string[] {
"Runtime/AnimGraphRuntime/Public/BoneControllers",
"Runtime/Engine/Public/Animation"
}
);Stand-alone mocap app for Vive Trackers: vrmocapstudio.com
Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
And random stuff at Youtube
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Originally posted by YuriNK View Post1. 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
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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.
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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.
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Originally posted by HeavyBullets View PostJust 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
Code:using System.IO;
- 1 like
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Originally posted by SilentAndAsleep View PostI can't launch 4.20 for some reason. It's giving me an error and soon after my computer attemps to shut down/restart.
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.
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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;
I tried to add this line and remove list of folders that I added to public include paths before. Unfortunately, it doesn't work.
public VRIKBodyRuntime(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public"));
PublicIncludePaths.AddRange(
new string[] {
//"Runtime/AnimGraphRuntime/Public/BoneControllers",
//"Runtime/Engine/Public/Animation"
}
);
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"HeadMountedDisplay",
"AnimGraphRuntime"
}
);
PrivateDependencyModuleNames.AddRange(new string[] { });
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.Stand-alone mocap app for Vive Trackers: vrmocapstudio.com
Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
And random stuff at Youtube
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