So I'm trying to make a game using Unreal Engine 4 but I'm running into some issues.
Up until now I've been working on the Unreal Engine Editor only and it's been working just fine but when I started creating C++ classes and using Xcode as well, after trying to build it fails with an exit code 5 error. However that error is coming from the building of the editor itself, I have no idea how to make it only build my project and not the editor from the source.
Also, when i try to compile it from the Editor, it fails with an error saying that it failed to produce item :/Users...../UE4Editor.dylib
Any help would be appreciated.
If you have source control, you can do this.
1. BACK THIS UP
Roll back to a working copy.
Delete
/.vs
/Build
/Binaries
/DerivedDataCache
/Intermediate
/Saved
.xcode file
.db file
Click on the .uproject file, it will say to rebuild it. Press yes.
Open Unreal Engine
Right Click the .uproject file >> Services >> Generate XCode Project
Make your game :D
Related
I'm trying to build my first Unreal C++ project on Linux.
I built the engine from source in accordance with "Linux Quick Start" guide. Then I installed Qt Creator and followed the "How to Set up Qt Creator for UE4" guide.
I successfully set up and ran UE4Editor, and created a new C++ project. Unfortunately when I try running the project it complains:
And when I press "yes" this error message is shown:
Here's the error message from the logs:
ERROR: Building would modify the following engine files:
/media/redacted-disk/UnrealEngine/Engine/Binaries/Linux/Android/UE4Editor.modules
/media/redacted-disk/UnrealEngine/Engine/Binaries/Linux/Linux/UE4Editor.modules
/media/redacted-disk/UnrealEngine/Engine/Binaries/Linux/UE4Editor.modules
/media/redacted-disk/UnrealEngine/Engine/Plugins/2D/Paper2D/Binaries/Linux/UE4Editor.modules
/media/redacted-disk/UnrealEngine/Engine/Plugins/AI/AISupport/Binaries/Linux/UE4Editor.modules
... many more
I tried rebuilding UE4 from IDE, then building again - but the error still persists. Same thing happens if I try starting UE4Editor from the engine files and opening the project from there.
What could cause this error? Why does it even try to rebuild the engine when I'm tring run a project?
I have the following script to add the paths to the engine scripts and binaries to my PATH:
UNREAL_HOME="/path/to/source/of/UnrealEngine"
UNREAL_SCRIPTS="${UNREAL_HOME}/Engine/Build/BatchFiles"
UNREAL_SCRIPTS_LINUX="${UNREAL_HOME}/Engine/Build/BatchFiles/Linux"
UNREAL_BINS="${UNREAL_HOME}/Engine/Binaries/Linux"
PATH="${PATH}:${UNREAL_BINS}:${UNREAL_SCRIPTS}:${UNREAL_SCRIPTS_LINUX}"
export PATH
Then I run UE4Editor '/absolute/path/to/project.uproject' from within the directory of my project.
I never create a project inside the source tree of the engine. Paths should absolutely be different.
I use VS-Code as the IDE. This is what works best from my experience. QT-Creator will work only if you create an include files with lots of #define that are missing from the .pro files created by unreal.
You can configure VS-Code to have an intelli-sense like completion by installing the C# and C/C++ extensions. I had to install mono in order to get OmniSharp working (this is the server than handles the autocompletion for VS-Code). Here is an extract of my VS-Code settings.json file:
"omnisharp.path": "/home/myuser/.vscode/extensions/ms-dotnettools.csharp-1.23.9/.omnisharp/1.37.6/omnisharp/OmniSharp.exe",
"omnisharp.monoPath": "/usr/bin/mono",
You can also install the C++ Helper extensions which is usefull for creating methods, classes, and so on.
In the directory of your project run 'make YOURPROJECTNAMEEditor', then you can run 'open YOURPROJECTNAME.uproject' and it should open.
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
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.
I'm having issues with setting up Eclipse for C++ editing. I am using Cygwin and Eclipse (obviously), and I've gotten to the point of making the example project Hello World. However, when I try to create a new project I always get the message "Launch Failed. Binary Not Found". I know this is a common issue, but why would the default hello world project work and not mine?
Thanks for any help.
First Build the project ( project menu in navigation bar)
then, A new folder named Binaries will appear now in project explorer. (refresh if needed)
Now you can try running your project, and no errors will appear.
more info here
I have an Objective-C project with a large portion of it written in C++. I've also written a C++ main file in the project which allows the processing done in the C++ side of things to be run as a standalone without the iOS component. Is there anyway to setup a C++ debug execution configuration inside of the iOS project? As far as I can see I can only create configurations meant to run on an iOS device when in an iOS project. Yet, AppCode does have the project type to create command line tools. Is there anyway to enable those command line tool configurations inside of an iOS project? Thank you much!
Yep, you can do it using your current project.
Here are some screenshots which hopefully are clear enough. Note this is Xcode 6.
In Xcode, in the Nav Area, select the project (selected on the left in the image). You'll see your targets. Click on that '+' to add a new target.
You'll then get a a dialog sheet where you can select your OSX Command Line Tool. It will then let you configure how that target is setup.