I don't know what really happend, but I got following situation: When I create a UE4 project (C++) it compiles the project and opens Visual Studio in the project directory, like it should. Now when I add a new C++ through Unreal's Editor, it opens Visual Studio another time and says "Loading Visual Studio..." until it says "Failed to load Visual Studio". The new Visual Studio window says it could not use IntelliSense because my first instance of VS is using the generated IntelliSense file. Because the the VS windows are colliding, none of these opened my Pawn Class... so I have to do this manually everytime.
Thank you for helping me!
It's a bug (UE-51608) which will be fixed with the upcoming 4.19.
Related
Okay, so. When I open Visual Studio 2015 and create an Empty CLR project under C++, then create a Windows Form, it says Opening file.... :
Then it shows me this error
By the way, I use Visual Studio 2015 and not 2017 because it just doesnt open the Windows form, when I press create or open file, nothing happens, the UI disappears then comes back like this.
Dont give your project the name of a file. You are naming your project "Project.h". Why?
I have a problem where Visual Studio will not create a new C++ Console Application project. I can input the project name and location, but when I hit the create button it simply closes the project creator window and reopens it without creating anything. It will do this with both types of the standard C++ Win32 project templates. Everything else works and will load without this error, but for whatever reason Visual Studio will not create Win32 C++ project types. I have previously been able to create such projects in the past; the problem I am encountering is recent.
My version of Windows 10 has recently been updated to the most recent version, but I do not think this will have effected the program. I have tried to run the repair tool included with Visual Studio and running it as an administrator, but nothing has helped. Can you please tell me why Visual Studio might be refusing to create Win32 Projects and how to fix it?
Fixed it. I completely uninstalled Visual Studio and it worked fine after that. Rebooting didn't help; the reinstall did the trick.
I'm a student in Videogame Development, and just starting out looking at Unreal.
And no, none of my teachers know anything about this.
I have installed Unreal Engine 4.13 and Visual Studio Community 2013 now 2015.
I'm trying to make a C++ project using Unreal Engine (using blueprints is out of question so this didn't help)
Now, when I make a basic C++ project, Visual Studio shows the following error message:
Unsupported
This version of Visual Studio is unable to open the following projects. The project types may not be installed or this version of Visual Studio may not support them.
For more information on enabling these project types or otherwise migrating your assets, please see the details in the "Migration Report" displayed after clicking OK.
- UE4, "C:\Users\Gebruiker\MEGA\Unreal\Disposable\Intermediate\ProjectFiles\UE4.vcxproj"
- Disposable, "C:\Users\Gebruiker\MEGA\Unreal\Disposable\Intermediate\ProjectFiles\Disposable.vcxproj"
No changes required
These projects can be opened in Visual Studio 2015, Visual Studio 2013, Visual Studio 2012, and Visual Studio 2010 SP1 without changing them.
- Engine, "Engine"
- Games, "Games"
- Disposable, "C:\Users\Gebruiker\MEGA\Unreal\Disposable\Disposable.sln"
Then my browser opens showing a Migration Report telling me that VS had an error with Project.vcxproj and UE4.vcxproj, although it copes with Engine, Games and Project.sln.
After this VS does show up without any further action, and it does automatically open *.h and *.cpp files for newly added classes in UE4.
Though it does edit and save these, it claims that all UE's code is wrong (with squiggles), and for compiling UE4 gives errors on pieces of code that apparently don't give errors on other's machines.
It would be much appreciated to be helped out, and I'm sure it would help others too who would have the same problem.
EDIT
A screenshot of the problem and configuration
EDIT 2
A screenshot of the Help -> About Visual Studio page, VS 2015 C++ highlighted
Starting with both the Unreal Engine Editor and Visual Studio closed, right click your .uproject file and select Generate Visual Studio project files, and then launch visual studio from the .sln file.
Once Visual Studio is open check your Solution Configuration is set to Development Editor. Then go to Debug > Start without Debugging (or Ctrl-F5). If everything compiles and the Editor opens again then you're good to go.
I uninstalled VS2013, installed VS2015 with all additional options checked, made a blank, new project with Unreal with just VS2015 on my pc, and now everything works fine.
Perhaps my VS2013 installation was broken, deprecated or switching version wasn't a good idea, but I can work with VS in any case now.
Also thanks to jeevcat for mentioning it!
Install newer version of the Visual Studio. VS2013 is not the latest one, VS2015 is. People report that even updating VS2013 from Update 2 to Update 4 helps resolving similar issues.
Im using MS visual studio 2010 PRoofessional version , and in both languages I'm using (C++ and UnrealScript with Nfringe ) there seems to be no auto complete , also with the nfringe there is no auto indentation either .
I was wondering how to fix this?
Most probably you accidentally switched into low-impact IntelliSense mode by pressing
CTRL+ALT+SPACE Just hit CTRL+ALT+SPACE to go back to the IntelliSense mode.
Are you writing a totally unmanaged C++ dll? There is no intellisense support for CLI/C++ projects in VS 2010
I have actually problems with C++ and Intellisense since VC6...
We now use Whole Tomatoes "Visual Assist" and it repairs Intellisense. :-) This single feature is the money worth.
When you open the solution file, do you get a warning about being unable to open the IntelliSense database? If so, that's the reason—UnrealEngine intentionally has a directory with the same name as the IntelliSense database to prevent its creation (Visual Studio can't create a file if a directory of the same name already exists). The engine code base is so large that having IntelliSense enabled slows everything to a crawl when you're editing code.
I'm also using Unreal Engine, and I met the same problem before, the solution was set the dirs by myself in VS project setting.
Open the property window of ur game project(e.g UDKGame), navigate to "NMake", "Include Search Path", and fill the needed header search path there.
You may copy the path list from the output of UnrealBuildTool.
The values u set here is only used by Visual Studio's IntelliSense, so there's no need to worry about build error.
This only works for C++, I'm not sure what's wrong with Unreal Script. I just updated to Visual Studio 2010 and has not installed the new nFringe.
Hope this answer is not too late
I Have created a program using qml in Qt. Here it is working fine. But when I am trying to run the same app in the visual studio it is not. There is no error in building the program in Visual Studio. When I run the program using "F5" its running & closing automatically with out showing any thing.
What could be the error???
In my case it was that the debugger of the visual studio runs in a different path than the output is.
So I had to adjust in the project properties the "Working Directory" of the debugger.