Unreal Engine 4.27.2 is not creating C++ project - c++

The project could not be compiled. Would you like to open it in Visual Studio Code?
Running Mono...
Found mono via known Mono.framework path
Running system mono/msbuild, version: Mono JIT compiler version 6.12.0.182 (2020-02/6051b710727 Tue Jun 14 15:01:21 EDT 2022)
/Users/Shared/Epic Games/UE_4.27/Engine /Users/Shared/Epic Games/UE_4.27/Engine/Binaries/Mac
Creating makefile for MyProject5Editor (no existing makefile)
#progress push 5%
Parsing headers for MyProject5Editor
Running UnrealHeaderTool "/Users/apple/Documents/Unreal Projects/MyProject5/MyProject5.uproject" "/Users/apple/Documents/Unreal Projects/MyProject5/Intermediate/Build/Mac/x86_64/MyProject5Editor/Development/MyProject5Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="/Users/apple/Library/Application Support/Epic/UnrealBuildTool/Log_UHT.txt" -installed
2022-07-15 02:15:18.637 UnrealHeaderTool[72641:1404893] [UE4] Looking for binary: ../../../Engine/Programs/UnrealHeaderTool/Config/BinaryConfig.ini
LogInit: Display: Loading text-based GConfig....
Reflection code generated for MyProject5Editor in 5.5839518 seconds
#progress pop
Building MyProject5Editor...
Performing 7 actions (5 in parallel)
[1/7] Compile SharedPCH.Engine.ShadowErrors.h
In file included from /Users/apple/Documents/Unreal Projects/MyProject5/Intermediate/Build/Mac/x86_64/MyProject5Editor/Development/Engine/SharedPCH.Engine.ShadowErrors.h:284:
In file included from /Users/Shared/Epic Games/UE_4.27/Engine/Source/Runtime/Engine/Public/EngineSharedPCH.h:572:
/Users/Shared/Epic Games/UE_4.27/Engine/Source/Runtime/Engine/Classes/Materials/Material.h:1279:26: error: variable 'LayerNames' set but not used [-Werror,-Wunused-but-set-variable]
const TArray<FText>* LayerNames = &LayersExpression->GetLayerNames();
^
1 error generated.

Well you could just pass the actual error which is
error: variable 'LayerNames' set but not used [-Werror,-Wunused-but-set-variable]
and google would quickly show you this:
https://forums.unrealengine.com/t/layernames-error-bricking-my-mac-projects/508040
According to this post:
Downloading and replacing Xcode 13.3 with Xcode 13.2.1 fixes the issue
https://download.developer.apple.com/Developer_Tools/Xcode_13.2.1/Xcode_13.2.1.xip

Related

Unreal is taking over 30 mins to compile code

So I have a decent understanding of c++ and have been following a course on udemy to better understand unreal itself. I've had it installed about a week working great but it recently decided to take for ever to compile. Normally it takes like a minute at most and rarely that but now its taking up to a like 30 mins. I deleted and made it remake the binary's same issue. I've tried googling it i can't seem to find anything to help. This is the message output.
Total execution time: 1489.19 seconds
Building BullCowGameEditor...
Using Visual Studio 2019 14.25.28612 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.25.28610) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
[Upgrade]
[Upgrade] Using backward-compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes:
[Upgrade] bLegacyPublicIncludePaths = false => Omits subfolders from public include paths to reduce compiler command line length. (Previously: true).
[Upgrade] ShadowVariableWarningLevel = WarningLevel.Error => Treats shadowed variable warnings as errors. (Previously: WarningLevel.Warning).
[Upgrade] PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs => Set in build.cs files to enables IWYU-style PCH model. See https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/IWYU/index.html. (Previously: PCHUsageMode.UseSharedPCHs).
[Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.V2;' in BullCowGameEditor.Target.cs, and explicitly overriding settings that differ from the new defaults.
[Upgrade]
Building 4 actions with 24 processes...
[1/4] BullCowCartridge.cpp
Creating library C:\Users\Jacob Krumholz\Desktop\Unreal\BullCowGame-starter-kit\Intermediate\Build\Win64\UE4Editor\Development\BullCowGame\UE4Editor-BullCowGame-3564.suppressed.lib and object C:\Users\Jacob Krumholz\Desktop\Unreal\BullCowGame-starter-kit\Intermediate\Build\Win64\UE4Editor\Development\BullCowGame\UE4Editor-BullCowGame-3564.suppressed.exp
[2/4] UE4Editor-BullCowGame-3564.lib
Creating library C:\Users\Jacob Krumholz\Desktop\Unreal\BullCowGame-starter-kit\Intermediate\Build\Win64\UE4Editor\Development\BullCowGame\UE4Editor-BullCowGame-3564.lib and object C:\Users\Jacob Krumholz\Desktop\Unreal\BullCowGame-starter-kit\Intermediate\Build\Win64\UE4Editor\Development\BullCowGame\UE4Editor-BullCowGame-3564.exp
[3/4] UE4Editor-BullCowGame-3564.dll
[4/4] BullCowGameEditor.target
Total time in Parallel executor: 1488.05 seconds
I've restarted VS, UE4, and windows just in case that was the issue. I could reinstall it if the issue won't go away but that would be a pain. I'm on windows 10 and UE4.24.3.

[UE4 error]The project could not be compiled. Would you like to open it in Visual Studio?

I saw many many people ask this question and apparently there is no absolute answer to this question.
this happened for me when I uninstall my visual studio 2015 cause unreal 4.18 no matter I do use VS 2015 and I want to use 2017 and I saw some people solve this problem with uninstalling VS 2015.
when I uninstall VS 2015 receive this error when I want to create a new C++ project:
The project could not be compiled. Would you like to open it in Visual Studio?
Running f:/Program Files/Epic Games/UE_4.19/Engine/Binaries/DotNET/UnrealBuildTool.exe MyProject451 Development Win64 -project="F:/c++ New/New folder/MyProject451/MyProject451.uproject" -editorrecompile -progress -NoHotReloadFromIDE
Performing full C++ include scan (building a new target)
Creating makefile for MyProject451 (no existing makefile)
#progress push 5%
Parsing headers for MyProject451Editor
Running UnrealHeaderTool "F:\c++ New\New folder\MyProject451\MyProject451.uproject" "F:\c++ New\New folder\MyProject451\Intermediate\Build\Win64\MyProject451Editor\Development\MyProject451Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for MyProject451Editor in 7.2801937 seconds
#progress pop
Performing 9 actions (4 in parallel)
[2/9] Resource ModuleVersionResource.rc.inl
[3/9] Resource PCLaunch.rc
SharedPCH.Engine.cpp
MyProject451GameModeBase.cpp
MyProject451.init.gen.cpp
MyProject451.cpp
MyProject451GameModeBase.gen.cpp
[8/9] Link UE4Editor-MyProject451.dll
[9/9] Link UE4Editor-MyProject451.lib
LINK : fatal error LNK1181: cannot open input file 'ws2_32.lib'
Creating library F:\c++ New\New folder\MyProject451\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-MyProject451.lib and object F:\c++ New\New folder\MyProject451\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-MyProject451.exp
ERROR: UBT ERROR: Failed to produce item: F:\c++ New\New folder\MyProject451\Binaries\Win64\UE4Editor-MyProject451.dll
Total build time: 34.18 seconds (Local executor: 0.00 seconds)
image of error (i copy notes in above as you can see ):enter image description here
many peoples mention its relate to Windows SDK and there is windows SDK in installing if I add more let me know.
enter image description here
I thought if I install unreal 4.19 its maybe get fixed but it didn't.
it seens ue4 genrate C++ files for VS 2015.
enter image description here
I hope there is anyone known how to solve this problem and guide me how.
I fix it with downloading this cleaner form this link https://github.com/Microsoft/VisualStudioUninstaller/releases .
after that UE4 when you want to create new project sends a message and it says you don't have VS2017 don't panic just download the installer and modify it after that it downloading about 350 mg and after that, everything will get fixed.
for more info :
https://answers.unrealengine.com/questions/597939/new-c-project-fails-to-compile-using-ue-415-and-vs.html

Chromium build failed (Windows 10)

Good afternoon. Tell me who build Chromium om Windows. It is required to brand Chromium (start page, bookmarks, tray icons, name), collect according to the instructions at the site chromium. When assembling through VS 2015, the following error list appears. The assembly takes place on the server, 64 GB RAM, Intel Xeon.
The compilation goes to 60-70%, after which VS crashes, restarts and gives an error: "The following files can not be found - all.sln - so they will not be loaded" - after this error the assembly stops, I tried 10 times already.
Ninja: build stopped: subcommand failed. Warning: premature end of file; Recovering
FAILED: obj / third_party / yasm / yasm_utils / xmalloc.obj
First, try running the build from command line:
ninja -C src/out/Default
If it still fails, make sure you carefully followed prerequisites installation instructions. Specifically, try gclient sync -f and make sure it finished normally before building.

MSB4018 The "ResolveComReference" task failed unexpectedly

I am currently trying to upgrade our c++ mfc solution from visual studio 2010 to a visual studio 2013 solution. When i try to build it i get the error MSB4018 The "ResolveComReference" task failed unexpectedly. I enabled fusion logging and this is what it tells me:
=== Pre-bind state information ===
LOG: DisplayName = System
(Partial)
WRN: Partial binding information was supplied for an assembly:
WRN: Assembly Name: System | Domain ID: 1
WRN: A partial bind occurs when only part of the assembly display name is provided.
WRN: This might result in the binder loading an incorrect assembly.
WRN: It is recommended to provide a fully specified textual identity for the assembly,
WRN: that consists of the simple name, version, culture, and public key token.
WRN: See whitepaper http://go.microsoft.com/fwlink/?LinkId=109270 for more information and common solutions to this issue.
LOG: Appbase = file:///C:/Program Files (x86)/MSBuild/12.0/bin/
LOG: Initial PrivatePath = NULL
Calling assembly : Microsoft.Build.Tasks.v12.0, Version=12.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a. ===
LOG: This bind starts in default load context.
LOG: Using application configuration file: C:\Program Files (x86)\MSBuild\12.0\bin\MSBuild.exe.Config
LOG: Using host configuration file:
LOG: Using machine configuration file from C:\Windows\Microsoft.NET\Framework\v4.0.30319\config\machine.config.
LOG: Policy not being applied to reference at this time (private, custom, partial, or location-based assembly bind).
LOG: Attempting download of new URL file:///C:/Program Files (x86)/MSBuild/12.0/bin/System.DLL.
LOG: Attempting download of new URL file:///C:/Program Files (x86)/MSBuild/12.0/bin/System/System.DLL.
LOG: Attempting download of new URL file:///C:/Program Files (x86)/MSBuild/12.0/bin/System.EXE.
LOG: Attempting download of new URL file:///C:/Program Files (x86)/MSBuild/12.0/bin/System/System.EXE.
I understand that msbuild has been moved, but i dont understand why it is trying to find System.dll in the msbuild path, how can i make it look for it in its proper location?
Edit:
I have now also tried upgrading to visual studio 2012 which worked without bigger problems and I did not run into the same problem. However i noticed that when running devenv /upgrade (with vs2013) it seems to completely change everything under vc++ directories (it stayed unchanged when upgrading to vs2012). Could this have something to do with this issue?
Edit2:
Tried to build the project in vs2013 after upgrading it to 2012 (without running devenv /upgrade), this also didnt work so I guess the problem is not related to that...
After enabling diagonostic build output i found that it was 3 broken COM references in the project that where failing to load. Removing these references solved the building issue. These where only showing up as warnings in vs2010 but resulted in MSB4018 in vs 2013 for some reason.
This is your problem:
LOG: Appbase = file:///C:/Program Files (x86)/MSBuild/12.0/bin/
Fix the base folder in your build system if you really need it to point to another filder. However it would probably be better to redo you build system targeting 2013 instead of patching the 2010 version.

ASSIMP bulid error : "invalid option -f"

This is my first question here, and i'm not good at english, so be merciful :D
I am trying to build an ASSIMP library in Code::Blocks (MinGW compiler). I used CMake to generate C::B project (i haven't changed much apart from setting DirectX path and enabling BOOST workaround ).When i'm trying to build the project the library seems to build:
Build finished: 1 errors, 204 warnings (17 minutes, 25 seconds)
but i get an error :
=== Assimp, all ===
... (warnings)
invalid option -f
Enyone knows what seems to be the problem ?