Building Unreal Engine from Source Error (Targeting Hololens problem.....) - build

I have a problem when building Unreal Engine 4 from source code (visual studio 2019).
I have followed every instruction from UE4 documnetation.Building Unreal Engine from Source
Once I run "build", after some minute, following error message shows up.
(related to targeting holoLens Platform)
I have removed previous UE4 Source Code and re-downloaded and tried to install again, but same message comes out every time.
I think it is related to targeting holoLens platform, but cannot find any clue......
(Just to be sure, I am not trying to make any project related to HoloLens. The main purpose is to build Unreal Engine 4 from Source code)
If you know any solution, it would be great to hear that.

Related

Error while building project Unreal Engine 4 - fatal error C1083 (SharedPCH.Core.h.pch)

I created my project on Unreal Engine 4.19, then decided to switch to Unreal Engine 4.21. I worked on the project for many weeks, decided to build it, but I get this error - c1083.
I think the problem is the lack of file SharedPCH.Core.h.pch(https://drive.google.com/open?id=1fIW9y5zuBa7pOtU-tuGbzvS5FDcUE474). I have this file in the project folder but with a different extension, if you delete "response", the error still remains.
I did a great job, now I just can not compile my project.
Please help!
I tried to delete Intermediate, Binaries, Saved folders.
I tried to restore Visual Studio 2017, Unreal Engine 4.21.
I tried to use Unreal Engine older or newer.
I tried to remove a lot of plugins.
I tried to cook content.
I use blueprints.
Log file:
https://drive.google.com/open?id=1O2m84M-oF3WBEkppMp2GxOpLtOCPYFNc
Unreal Engine screenshots:
https://drive.google.com/open?id=1oc2Z4-XJnabtzl_3JGwfA5Xe8LmF_oS7
https://drive.google.com/open?id=1DjSJaIxpK7CgQ9_R5VaG2Zvupqx8kMNn

Unreal Engine 4 create custom input device plugin

I want create a custom plugin for Unreal Engine 4.
I have downloaded Unreal Engine 4.13 source code and I have followed this guide with success:
https://wiki.unrealengine.com/Custom_input_device_plugin_guide
I have compiled UE4 editor and running it I can see my plugin works fine.
Now I want to share my plugin with other people so I have copied my plugin folder (with all binaries) on the plugin folder (Engine\Plugins\Developer) on another PC where Unreal Engine 4.13 was installed using Epics Game launcher (so in this PC I don't have the source code of Unreal Engine but the release version installed on C:\Program Files x86....."
The problem is that when I launch some project I see the error message:
"MyPlugin.dll missing or build with a different engine version" and suggest me to build. I choose ok and clicking on "show log" I can read "Target is up to date". Then this window shutdown and I receive the error message that ask me to rebuild my plugin manually.
What's wrong?
Thanks in advance for any suggestion!
Can you try to put the plugin in your game project and let it compile?
I downloadd a plugin without Binaries, and got the same problem if I put it in Engine/Plugins, but it compiles fine in MyGameProject/Plugins.

Air Native Extensions: Released Air App w/Windows Native Extension works fine on develpment PC but not on other computers

I'm working on an AIR app that uses a Native Extension for windows that I developed for the same project. The app calls an ANE method called pingFunction and passes it a String containing the IP address where the pingFunction will perform, believe it or not, a ping test.
The application and it's ANE work great on Flash Builder and even after making it a release, they keep working like a charm on the development PC. The problem is that I've tried on two other computers and the application is throwing the following error:
ArgumentError: Error #3500: The extension context does not have a method with the name pingFunction.
at flash.external::ExtensionContext/_call()
at flash.external::ExtensionContext/call()
at com.mycompanyname.myappname::MyAppName/sendPing()[...
At the beggining I thought I had to do with the fact that I was using a DLL I compiled using the Debug configuration on Visual Studio instead of the Release configuration, because I read that sometimes the a debug-version of a DLL can use external DLLs. So, I changed it and rebuilt the whole library as a release build. Sadly for me, I'm still experiencing the same result.
Also, I tried changing the swf-version of both the AIR app and the ANE to the AIR SDK version I'm using (14.0), and got again the same error.
The development computer is running Windows 8.1 and the others, where the app is not working, Windows 7 and Windows 7 Service Pack 1.
Any ideas about why this is happening? Any questions or comments that might lead me to the right track will be deeply appreciated.
Error#3500 is coming because you don't have the required runtime installed on those machines, which is necessary to execute any c++ code .
On your development machine you have visual studio installed and hence you also have msvcr.
Solution of the problem is:
Install msvcr i.e. Microsoft Visual c++ redistribution - 2012 from here.
you need msvcr anywhere you want to run any VS compiled c++ code.

Using Cuda with a Forms based GUI in xp

Brand new at CUDA programming so please bear with me. I finally got cuda to work in console application using Visual studio 2008 on win xp (32 bit). But my main target is to port an existing program to port to cuda. This program is very computational intensive and is based on a complex gui. So, porting to cuda makes sense as it will cut down on my computational time significantly. I did some research and found no example where cuda is used with a forms based application. Its always been with a console application. But converting my gui into a console based application will be out of the question.
So, I tried doing a test (forms based gui) where I included the .cu file in my project. But on compile i get this linker error
fatal error LNK1313: ijw/native module detected; cannot link with pure modules
So I guess cuda doesn't play nice with managed code.
My question is: IS there anyway to use cuda with a form in visual studio 2008?
Another question: Has anyone even tried this as I have not seen any such example?
Please help....
Edit:--
Ok I changed the the properties->configuration->general->common language runtime support to /clr, and it compiled without any problem. But when I tried to run it i got a nasty popup dialog box with Debug Assertion failed error in file dbgheap.c, Expression _CRTisValidHeapPointer(pUserData).
So close but no cigar. Any Ideas?????
I've done this with a WPF application written in C# that used C++/CLI to interop with a mixed CLI/native assembly that in turn called CUDA code in a separate project. I've not tried WinForms but I don't see any reason why this shouldn't work. You end up writing quite a lot of plumbing code to handle the interop though.
I'd need more info about what your application was doing when __CRTisValidHeapPointer failed. Your heap has gotten corrupted somehow. It may or may not be related to CUDA code.
C# to C++ interop:
http://www.ademiller.com/blogs/tech/2009/09/c-optimization-revisited-part-3-the-native-option-c/
C++ and CUDA side-by-side:
http://www.ademiller.com/blogs/tech/2011/03/using-cuda-and-thrust-with-visual-studio-2010/
(Visual Studio 2010, CUDA 5.0) Try to set:
Linker->System->Subsystem: Not Set
Linker->Advanced->Entry Point: Empty

0xc000007b "The application was unable to start correctly" error?

I've written a C++ console application in Visual Studio 2019 and am trying to deploy it to another windows laptop. Both laptops are up-to-date with 64 bit Windows 10, and my target laptop has installed/up-to-date .NET Framework, vc_redist.x64.exe, and DirectX.
In terms of deployment method, I followed this Microsoft walkthrough word for word, with the added step of ensuring that my newly created "setup" project was also targeting x64 platform, since some of the external libraries in my code required x64. The resulting "setup" .exe/.msi pair work as planned on the source laptop - installs and runs with no frills required.
Installation goes fine on the target laptop, but launching the program gives the error mentioned in the title of this post. After a few hours of trying to figure it out, I think I have an idea where the problem is coming from, but first, I'll share what I've tried, which is basically every recommendation found by googling this error code:
clean boot
SFC scan
chkdsk c: /f /r
repairing/fresh installing all of the frameworks mentioned in the first paragraph
running both the application installer and the installed application as administrator
restarting laptop and reinstalling application after all of those changes
What I think is the root of the problem:
In the setup/deployment project in VS, three of the "detected dependencies" (MSVCP140D.dll, ucrtbased.dll, VCRUNTIME140D.dll) have filepaths through …\System32\ rather than the identical dependencies that could be found in …\SysWOW64. The other two detected dependencies are external 64-bit DLLs (which is why I specified my entire project to x64). When I run my application through Dependency Walker, it agrees that the three formerly mentioned dependencies are "wrong CPU type", while the two latter ones are fine. This scenario does not, however, explain to me why install/run (outside of VS) works fine on the source laptop (shouldn't it not work if VS is packaging a mix of 32 and 64 bit dependencies?). In fact, running the application through Dependency Walker on the source laptop reveals the exact same thing as on the target laptop - the same 3 dependencies are "wrong CPU type", yet the application runs here.
I do not see an option in VS to change the "setup" project to read the 64 bit filepath. I have tried manually swapping in the 64-bit DLLs at various stages (including restarting the computer between DLL swap and application run), which did not seem to have any effect. In fact, I tried replacing the 3 relevant DLLs in the System32 folder with the DLLs from the SysWOW64 folder (my idea of a cheap workaround for not being able to change the filepath - just change the file) and this just caused me to get the same error on my source laptop as I had been getting on my target laptop.
All of this stuff is relatively new to me, so please let me know if I'm foolishly overlooking some fundamental detail with my process/project - at this point it would be nice if that were the case and this is easy to fix.
Wrote this before I noticed the above comment had already answered.
Just leaving it in.
Debug Binary: Looks like you have deployed a debug version of your binary (The D in the file name: MSVCP140D.dll). Try to compile in Release mode and deploy the new binary.
Cause: Debug binaries generally need the debug-versions of the VCRedist binaries to exist on the box you try to run the binary - they are only available on developer PCs with the SDK (and / or Visual Studio) installed. That error message: 0xc000007b means "STATUS_INVALID_IMAGE_FORMAT".
Tips: There are some resource links here and some tips on how to debug deployment problems.