Unreal engine 4 ошибка компиляции

Это проблему не решило, но может это поможет навестись на догадки.
Вот такой лог после попытки запуска без компиляции, прямо из редактора.

Completed Launch On Stage: Cooking in the editor, Time: 38.519766
LogPlayLevel: Running AutomationTool…
LogPlayLevel: Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=F:/Morgo/Morgo/Morgo.uproject BuildCookRun -project=F:/Morgo/Morgo/Morgo.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Win64 -targetplatform=Win64 -build -map=/Game/Map
s/Floor -skipcook -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline=»/Game/Maps/Floor -Messaging» -device=WindowsNoEditor@DESKTOP-3353AVF -addcmdline=»-SessionId=9B4ADA144BCBD2D456E3FF8B50A20715 -SessionOwner=’sokol’ -SessionName=’Launch On Device’ » -run
LogPlayLevel: Automation.Process: Setting up command environment.
LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for F:MorgoMorgoMorgo.uproject
LogPlayLevel: Project.Build: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 17.560145
LogPlayLevel: CommandUtils.Run: Run: F:Epic Games4.13EngineBinariesDotNETUnrealBuildTool.exe Morgo Win64 Development -Project=F:MorgoMorgoMorgo.uproject F:MorgoMorgoMorgo.uproject -remoteini=»F:MorgoMorgo» -noxge -generatemanifest -NoHotReload
LogPlayLevel: CommandUtils.Run: Run: Took 13,3844841s to run UnrealBuildTool.exe, ExitCode=0
LogPlayLevel: CommandUtils.Run: Run: F:Epic Games4.13EngineBinariesDotNETUnrealBuildTool.exe Morgo Win64 Development -Project=F:MorgoMorgoMorgo.uproject F:MorgoMorgoMorgo.uproject -remoteini=»F:MorgoMorgo» -noxge -NoHotReload -ignorejunk
LogPlayLevel: UnrealBuildTool: Creating makefile for Morgo (changes to target files)
LogPlayLevel: UnrealBuildTool: Performing full C++ include scan (no include cache file)
LogPlayLevel: UnrealBuildTool: Performing 3 actions (2 in parallel)
LogPlayLevel: UnrealBuildTool:
LogPlayLevel: UnrealBuildTool: ����ࠡ�⠭��� �᪫�祭��: UnrealBuildTool.BuildException: ERROR: Failed to start local process for action: C:Program Files (x86)Microsoft Visual Studio 14.0Common7Tools../../VC/bin/amd64cl.exe @»F:MorgoMorgoIntermediateBuildWin64MorgoDevelopmentUELinkerFixupsUELinkerFixupsName.h.pch.response»
LogPlayLevel: UnrealBuildTool: System.ComponentModel.Win32Exception (0x80004005): �� 㤠���� �������� �ਫ������, ��᪮��� ��� ��ࠫ���쭠� ���䨣���� ���ࠢ��쭠. �������⥫�� ᢥ����� ᮤ�ঠ��� � ��ୠ�� ᮡ�⨩ �ਫ������ ��� �ᯮ���� �ணࠬ�� ��������� ��ப� sxstrace.exe ��� ����祭�� �������⥫��� ᢥ�����
LogPlayLevel: UnrealBuildTool: � System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
LogPlayLevel: UnrealBuildTool: � UnrealBuildTool.ActionThread.ThreadFunc() —> System.ComponentModel.Win32Exception: �� 㤠���� �������� �ਫ������, ��᪮��� ��� ��ࠫ���쭠� ���䨣���� ���ࠢ��쭠. �������⥫�� ᢥ����� ᮤ�ঠ��� � ��ୠ�� ᮡ�⨩ �ਫ������ ��� �ᯮ���� �ணࠬ�� ��������� ��ப� sxstrace.exe ��� ����祭�� �������⥫��� ᢥ�����
LogPlayLevel: UnrealBuildTool: � System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
LogPlayLevel: UnrealBuildTool: � UnrealBuildTool.ActionThread.ThreadFunc()
LogPlayLevel: UnrealBuildTool: — ����� ����஢�� ����७���� �⥪� �᪫�祭�� —
LogPlayLevel: UnrealBuildTool: � UnrealBuildTool.ActionThread.ThreadFunc()
LogPlayLevel: UnrealBuildTool: � System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
LogPlayLevel: UnrealBuildTool: � System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
LogPlayLevel: UnrealBuildTool: � System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
LogPlayLevel: UnrealBuildTool: � System.Threading.ThreadHelper.ThreadStart()
LogPlayLevel: CommandUtils.Run: Run: Took 186,4917987s to run UnrealBuildTool.exe, ExitCode=-532462766
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:-532462766): F:Epic Games4.13EngineBinariesDotNETUnrealBuildTool.exe Morgo Win64 Development -Project=F:MorgoMorgoMorgo.uproject F:MorgoMorgoMorgo.uproject -remoteini=»F:MorgoMorgo» -noxge -No
HotReload -ignorejunk. See logfile for details: ‘UnrealBuildTool-2016.10.10-01.57.44.txt’
LogPlayLevel: в AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
LogPlayLevel: в AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
LogPlayLevel: в AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
LogPlayLevel: в AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
LogPlayLevel: в AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
LogPlayLevel: в AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictionary`2 InTargetToManifest)
LogPlayLevel: в Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
LogPlayLevel: в BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel: в AutomationTool.BuildCommand.Execute()
LogPlayLevel: в AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevel: в AutomationTool.Automation.Process(String[] Arguments)
LogPlayLevel: в AutomationTool.Program.MainProc(Object Param)
LogPlayLevel: в AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
LogPlayLevel: в AutomationTool.Program.Main()
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=-532462766 (-532462766)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 200.551778
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Error

Это проблему не решило, но может это поможет навестись на догадки.
Вот такой лог после попытки запуска без компиляции, прямо из редактора.

Completed Launch On Stage: Cooking in the editor, Time: 38.519766
LogPlayLevel: Running AutomationTool…
LogPlayLevel: Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=F:/Morgo/Morgo/Morgo.uproject BuildCookRun -project=F:/Morgo/Morgo/Morgo.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Win64 -targetplatform=Win64 -build -map=/Game/Map
s/Floor -skipcook -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline=»/Game/Maps/Floor -Messaging» -device=WindowsNoEditor@DESKTOP-3353AVF -addcmdline=»-SessionId=9B4ADA144BCBD2D456E3FF8B50A20715 -SessionOwner=’sokol’ -SessionName=’Launch On Device’ » -run
LogPlayLevel: Automation.Process: Setting up command environment.
LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for F:MorgoMorgoMorgo.uproject
LogPlayLevel: Project.Build: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 17.560145
LogPlayLevel: CommandUtils.Run: Run: F:Epic Games4.13EngineBinariesDotNETUnrealBuildTool.exe Morgo Win64 Development -Project=F:MorgoMorgoMorgo.uproject F:MorgoMorgoMorgo.uproject -remoteini=»F:MorgoMorgo» -noxge -generatemanifest -NoHotReload
LogPlayLevel: CommandUtils.Run: Run: Took 13,3844841s to run UnrealBuildTool.exe, ExitCode=0
LogPlayLevel: CommandUtils.Run: Run: F:Epic Games4.13EngineBinariesDotNETUnrealBuildTool.exe Morgo Win64 Development -Project=F:MorgoMorgoMorgo.uproject F:MorgoMorgoMorgo.uproject -remoteini=»F:MorgoMorgo» -noxge -NoHotReload -ignorejunk
LogPlayLevel: UnrealBuildTool: Creating makefile for Morgo (changes to target files)
LogPlayLevel: UnrealBuildTool: Performing full C++ include scan (no include cache file)
LogPlayLevel: UnrealBuildTool: Performing 3 actions (2 in parallel)
LogPlayLevel: UnrealBuildTool:
LogPlayLevel: UnrealBuildTool: ����ࠡ�⠭��� �᪫�祭��: UnrealBuildTool.BuildException: ERROR: Failed to start local process for action: C:Program Files (x86)Microsoft Visual Studio 14.0Common7Tools../../VC/bin/amd64cl.exe @»F:MorgoMorgoIntermediateBuildWin64MorgoDevelopmentUELinkerFixupsUELinkerFixupsName.h.pch.response»
LogPlayLevel: UnrealBuildTool: System.ComponentModel.Win32Exception (0x80004005): �� 㤠���� �������� �ਫ������, ��᪮��� ��� ��ࠫ���쭠� ���䨣���� ���ࠢ��쭠. �������⥫�� ᢥ����� ᮤ�ঠ��� � ��ୠ�� ᮡ�⨩ �ਫ������ ��� �ᯮ���� �ணࠬ�� ��������� ��ப� sxstrace.exe ��� ����祭�� �������⥫��� ᢥ�����
LogPlayLevel: UnrealBuildTool: � System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
LogPlayLevel: UnrealBuildTool: � UnrealBuildTool.ActionThread.ThreadFunc() —> System.ComponentModel.Win32Exception: �� 㤠���� �������� �ਫ������, ��᪮��� ��� ��ࠫ���쭠� ���䨣���� ���ࠢ��쭠. �������⥫�� ᢥ����� ᮤ�ঠ��� � ��ୠ�� ᮡ�⨩ �ਫ������ ��� �ᯮ���� �ணࠬ�� ��������� ��ப� sxstrace.exe ��� ����祭�� �������⥫��� ᢥ�����
LogPlayLevel: UnrealBuildTool: � System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
LogPlayLevel: UnrealBuildTool: � UnrealBuildTool.ActionThread.ThreadFunc()
LogPlayLevel: UnrealBuildTool: — ����� ����஢�� ����७���� �⥪� �᪫�祭�� —
LogPlayLevel: UnrealBuildTool: � UnrealBuildTool.ActionThread.ThreadFunc()
LogPlayLevel: UnrealBuildTool: � System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
LogPlayLevel: UnrealBuildTool: � System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
LogPlayLevel: UnrealBuildTool: � System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
LogPlayLevel: UnrealBuildTool: � System.Threading.ThreadHelper.ThreadStart()
LogPlayLevel: CommandUtils.Run: Run: Took 186,4917987s to run UnrealBuildTool.exe, ExitCode=-532462766
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:-532462766): F:Epic Games4.13EngineBinariesDotNETUnrealBuildTool.exe Morgo Win64 Development -Project=F:MorgoMorgoMorgo.uproject F:MorgoMorgoMorgo.uproject -remoteini=»F:MorgoMorgo» -noxge -No
HotReload -ignorejunk. See logfile for details: ‘UnrealBuildTool-2016.10.10-01.57.44.txt’
LogPlayLevel: в AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
LogPlayLevel: в AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
LogPlayLevel: в AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
LogPlayLevel: в AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
LogPlayLevel: в AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
LogPlayLevel: в AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictionary`2 InTargetToManifest)
LogPlayLevel: в Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
LogPlayLevel: в BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel: в AutomationTool.BuildCommand.Execute()
LogPlayLevel: в AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevel: в AutomationTool.Automation.Process(String[] Arguments)
LogPlayLevel: в AutomationTool.Program.MainProc(Object Param)
LogPlayLevel: в AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
LogPlayLevel: в AutomationTool.Program.Main()
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=-532462766 (-532462766)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 200.551778
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Error

Цитата
Сообщение от alecss131
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Какую подобную?

Не модульную, например. В него напихано все подряд, без учета надо оно тебе или нет, и тебе приходится таскать все это с собой.
В целом, это довольно объемная тема и многое из нее, если не превращать в «священную войну»,
в конечном итоге можно свести к личным вкусам и взглядам на то «как должно».
У меня нет особого желания подобное устраивать в данном топике, да и в любом другом.
Каждый, «если» или «когда» к подобным вещам приходит, то это делается на основе определенного личного опыта, на мой взгляд.

Цитата
Сообщение от alecss131
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Лично у меня проблем с ним никогда не было

Заметь, тебе я подобного предложения и не делал Если «нет проблем» и «все устраивает», то это дело вкуса и личного выбора.

При этом, позиционируя UE, как профессиональный, высокотехнологичный и прочими эпитетами, он не является в действительности столь популярным в этом сегменте.
Безусловно, есть студии, которые используют UE годами, но зачастую, в конечном итоге, они разрабатывают собственное независимое решение.
Суини очень любит пиарится и у него, до определенной степени, подобное получается достаточно неплохо, но на деле он далеко не самый-самый из «отцов основателей» в геймдеве.
В большинстве, склонен считать относительно него, что это просто удачное стечение обстоятельств оказаться в нужном «месте» и «времени».

Кстати, UE вобще переписывался хоть раз полностью с нуля? (что кусками переписывался — знаю)
5-ая версия это уже довольно приличный отрезок времени…

Трансфер из:https://blog.csdn.net/netyeaxi/article/details/86510678

В этой статье обобщены проблемы, возникающие при компиляции и упаковке приложений Android. Используемая среда:

android-ndk-r12b
-std=c++14
STL=gnu-libstdc++


оглавление

2、error: exception handling was disabled in PCH file but is currently enabled

3. Всегда сообщайте о предупреждении C4668 при компиляции

5. «Переопределение переменной» сообщается во время компиляции.

7、error: #pragma once in main file [-Werror,-Wpragma-once-outside-header]

8、gettid() not found

11、Unable to start program UE4.exe error

12、error: illegal character encoding in string literal

14、Cook failed

15、error: initializer on function does not look like a pure-specifier

20. Как заблокировать джойстики на экране

21. Событие касания запускается дважды.

22、XXX has an inappropriate outermost, it was probably saved with a deprecated outer


1、error: undefined reference to ‘typeinfo for ACharacter’

UATHelper: Packaging (Android (ETC1)):   AndroidProject/Module.AndroidProject.cpp-armv7-es2.o:D:/projects/AndroidProject/Intermediate/Build/Android/AndroidProject/Development/AndroidProject/Module.AndroidProject.cpp:typeinfo for AAndroidProjectCharacter: error: undefined reference to ‘typeinfo for ACharacter’

Код в движке UE4 отключает функции исключения и RTTI.Если RTTI включен в коде, который использует UObject, во время компиляции будет сообщено об указанной выше ошибке.

Что делать, если в коде используются эти исключения и функции RTII, такие как throw, typeid (), dynamic_cast () и т. Д.?
(1). Скомпилируйте эту часть кода в стороннюю динамическую библиотеку, включите исключение и функции RTII при компиляции и не используйте файлы заголовков интерфейса, предоставленные этими третьими сторонами, для внешних вызовов. Код для функций исключения и RTII.
(2). Инкапсулируйте эту часть кода в отдельном модуле. Не используйте в этом модуле какой-либо код, который использует UObject и связанные с ним подклассы. Откройте отдельно функции исключения и RTII в этом модуле для компиляции.

  1. PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;

  2. bEnableExceptions = true;

2、error: exception handling was disabled in PCH file but is currently enabled

Эта проблема связана с созданием -include «C: / Epic Games / UE_4.18 / Engine / Intermediate / Build / Android / UE4 / Development / Engine / SharedPCH.Engine.RTTI-armv7-es2.h при создании команды компиляции. «
И файл SharedPCH.Engine.RTTI-armv7-es2.h не существует, поэтому было сообщено об ошибке. Но само сообщение об ошибке неверное, поэтому сначала сложно найти причину.
Метод временного изменения заключается в том, чтобы запретить UBT генерировать эту команду:
в файле C: Epic Games UE_4.18 Engine Source Programs UnrealBuildTool Platform Android AndroidToolChain.cs
Закомментируйте следующие строки кода:

PCHArguments += string.Format(" -include "{0}"", InlineArchName(BasePCHName, Arch, GPUArchitecture)); 

3. Всегда сообщайте о предупреждении C4668 при компиляции

Находится в C: Epic Games UE_4.18 Engine Source Programs UnrealBuildTool Platform Windows VCToolChain.cs

Arguments.Add("/w44668");

Измените это на

Arguments.Add("/wd4668");

4、warning: ‘__GLIBC__’ is not defined, evaluates to 0 [-Wundef]

В следующем файле
C:Epic GamesUE_4.18EngineSourceProgramsUnrealBuildToolPlatformAndroidAndroidToolChain.cs
закомментировать

Result += " -Wundef" + (CompileEnvironment.bUndefinedIdentifierWarningsAsErrors ? "" : " -Wno-error=undef");

5. «Переопределение переменной» сообщается во время компиляции.

Добавьте следующие атрибуты в файл * .Build.cs:

  1. bFasterWithoutUnity = true;

Кроме того, параметр MinSourceFilesForUnityBuildOverride, предоставленный в UBT, может установить количество исходных файлов в пакете, которые можно объединить, но после попытки это не сработало.

6、warning: declaration shadows a field of ‘BaseAndExponent<T, E>’ [-Wshadow]

Добавьте следующие атрибуты в файл * .Build.cs:

bEnableShadowVariableWarnings = false;

7、error: #pragma once in main file [-Werror,-Wpragma-once-outside-header]

Удалите #pragma один раз в файле * .cpp

8、gettid() not found

Следующий файл
C: Epic Games UE_4.18 Engine Source Runtime Core Public Android AndroidTLS.h

  1. return static_cast<uint32>(gettid());

изменился на

9、error: ‘auto_ptr<msgpack::v1::zone>’ is deprecated [-Werror,-Wdeprecated-declarations]

Эта ошибка означает, что auto_ptr устарел. Если используется устаревший API, будет сообщено об этой ошибке.
Решение, добавить

Result += " -Wno-deprecated"; 

В следующий файл:
C: Epic Games UE_4.18 Engine Source Programs UnrealBuildTool Platform Android AndroidToolChain.cs следующим способом

string GetCLArguments_Global(CppCompileEnvironment CompileEnvironment, string Architecture)

10、error: no member named ‘to_string’ in namespace ‘std’

Gnu-libstdc ++ используется по умолчанию в Android NDK, а метод to_string не включен в <string>. Вместо этого можно использовать std :: stringstream:

  1. static std::string to_string(T val) {

11、Unable to start program UE4.exe error

To fix the issue, you have to right click the game solution from your solution explorer and select the option «Set as StartUp Project» and that should highlight the game solution. Cntrl-F5 will then work.

https://answers.unrealengine.com/questions/218266/unable-to-start-program-ue4exe-error.html

12、error: illegal character encoding in string literal

Об этой ошибке будет сообщено, если метод TEXT () содержит строки китайских символов. Измените формат исходного файла кода на UTF-8

13、error: no member named ‘stoi’ in namespace ‘std’

<string> не содержит std :: stoi, std :: stol, std :: stoll, std :: stof, std :: stod, std :: stold
Вместо этого используйте функции из следующей библиотеки
<cstdlib>
atoi, atol, atoll, atof

std::stoi        atoi
std::stol        atol
std::stoll        atoll
std::stof        atof
std::stod        atof
std::stold        atof

14、Cook failed

[2019.01.16-08.18.14:329][147]UATHelper: Packaging (Android (ETC1)): Took 79.729s to run UE4Editor-Cmd.exe, ExitCode=1
[2019.01.16-08.18.14:330][147]UATHelper: Packaging (Android (ETC1)): Cook failed. Deleting cooked data.
[2019.01.16-08.18.14:992][148]UATHelper: Packaging (Android (ETC1)): ERROR: Cook failed.

Удалите все содержимое в <ProjectName> / Saved
удалите все содержимое, кроме каталога ProjectFiles в <ProjectName> / Intermediate
и перекомпилируйте

15、error: initializer on function does not look like a pure-specifier

Тела методов по умолчанию для чистых виртуальных функций должны быть записаны в файл заголовка и файл определения соответственно.Clang ++ не поддерживает запись их всех в файл заголовка.

  1. virtual ~ValueBoxType() = 0 {};

Изменить на:

  1. virtual ~ValueBoxType() = 0;

  2. ValueBoxType::~ValueBoxType() {

16、 error: declaration of ‘MODE’ shadows template parameter

Когда шаблон класса и шаблон метода в классе используют одно и то же имя переменной шаблона

17、error: explicit specialization of ‘getTypeName’ in class scope

Специализация функции должна быть объявлена ​​в файле .h и определена в файле .cpp.

18、/cryptopp/include/misc.h(1849,9) :  error: use of undeclared identifier ‘bswap_16’

Если используется сторонняя библиотека cryptopp, будет сообщена вышеуказанная ошибка. Метод модификации — закомментировать строку в misc.h:

#if defined(__GNUC__) && defined(__linux__)
//#define CRYPTOPP_BYTESWAP_AVAILABLE
#include <byteswap.h>
#endif

19、error: lambda capture ‘LocalMapLayoutForCapture’ is not used [-Werror,-Wunused-lambda-capture]

В следующем файле
C:Epic GamesUE_4.18EngineSourceProgramsUnrealBuildToolPlatformAndroidAndroidToolChain.cs
будет следующей строкой кода

Result += " -Wno-unused-lambda-capture";  

Закомментировать.

20. Как заблокировать джойстики на экране

Project Settings:
Engine     -> Input        -> Moblie                 ->  Default Touch Interface (clear)

21. Событие касания запускается дважды.

Project Settings:
Engine     -> Input        -> Mouse Properties       ->  Use Mouse for touch   (Disable)
Engine     -> Input        -> Moblie                 ->  Always show touch interface (Disable)

22、XXX has an inappropriate outermost, it was probably saved with a deprecated outer

Конкретное сообщение об ошибке выглядит следующим образом:

LogLinker: Error: HOTRELOADED_SceneGameMode_0 has an inappropriate outermost, it was probably saved with a deprecated outer (file: /Projects/Content/Widget/W_Error.uasset) 

Эта проблема вызвана изменениями в SceneGameMode, используемом в W_Error.uasset. Решение: удалите все SceneGameMode, используемые в W_Error, а затем заново создайте SceneGameMode.

Guys, I really need your help :( I was trying to find an answer for this error window but still can’t compile! I have Visual Studio 2017 , UE4.17.

1)I have installed SDK windows 10 and 8.1 packages,game developping on C++ and developping classic programms on C++(in Visual Studio 2017 pro).

2)In UE4 launcher I changed :Edit->editor preferences->general-source code->Visual studio 2017

After that I’ve tried to create a new project on BluePrint. Then I went to UE4 projects directory->clicked right mouse button->generate visual studio progect files->and then I got this message error :

After that I’ve tried to create some new C++ class into the same project in UE4 launcher,but this didn’t help too and I’ve got this:

  • LogPlatformFile: Not using cached read wrapper

  • LogInit: Display: RandInit(-312438415) SRandInit(-312438415).

  • LogTaskGraph: Started task graph with 5 named threads and 8 total threads with 3 sets of task threads.

  • LogStats: Stats thread started at 0.140770

  • LogD3D11RHI: Aftermath initialized

  • LogPluginManager: Mounting plugin Paper2D

  • LogPluginManager: Mounting plugin LightPropagationVolume

  • LogPluginManager: Mounting plugin CodeLiteSourceCodeAccess

  • LogPluginManager: Mounting plugin GitSourceControl

  • LogPluginManager: Mounting plugin KDevelopSourceCodeAccess

  • LogPluginManager: Mounting plugin NullSourceCodeAccess

  • LogPluginManager: Mounting plugin PerforceSourceControl

  • LogPluginManager: Mounting plugin SubversionSourceControl

  • LogPluginManager: Mounting plugin UObjectPlugin

  • LogPluginManager: Mounting plugin VisualStudioSourceCodeAccess

  • LogPluginManager: Mounting plugin XCodeSourceCodeAccess

  • LogPluginManager: Mounting plugin AssetManagerEditor

  • LogPluginManager: Mounting plugin AudioCapture

  • LogPluginManager: Mounting plugin FacialAnimation

  • LogPluginManager: Mounting plugin GameplayTagsEditor

  • LogPluginManager: Mounting plugin MobileLauncherProfileWizard

  • LogPluginManager: Mounting plugin PluginBrowser

  • LogPluginManager: Mounting plugin SpeedTreeImporter

  • LogPluginManager: Mounting plugin AlembicImporter

  • LogPluginManager: Mounting plugin CharacterAI

  • LogPluginManager: Mounting plugin HTML5Networking

  • LogPluginManager: Mounting plugin AndroidMedia

  • LogPluginManager: Mounting plugin AvfMedia

  • LogPluginManager: Mounting plugin MediaPlayerEditor

  • LogPluginManager: Mounting plugin WmfMedia

  • LogPluginManager: Mounting plugin TcpMessaging

  • LogPluginManager: Mounting plugin UdpMessaging

  • LogPluginManager: Mounting plugin LevelSequenceEditor

  • LogPluginManager: Mounting plugin MatineeToLevelSequence

  • LogPluginManager: Mounting plugin OnlineSubsystemGooglePlay

  • LogPluginManager: Mounting plugin OnlineSubsystemIOS

  • LogPluginManager: Mounting plugin OnlineSubsystem

  • LogPluginManager: Mounting plugin OnlineSubsystemNull

  • LogPluginManager: Mounting plugin OnlineSubsystemUtils

  • LogPluginManager: Mounting plugin AndroidDeviceProfileSelector

  • LogPluginManager: Mounting plugin AndroidMoviePlayer

  • LogPluginManager: Mounting plugin AndroidPermission

  • LogPluginManager: Mounting plugin AppleMoviePlayer

  • LogPluginManager: Mounting plugin ArchVisCharacter

  • LogPluginManager: Mounting plugin CableComponent

  • LogPluginManager: Mounting plugin CustomMeshComponent

  • LogPluginManager: Mounting plugin ExampleDeviceProfileSelector

  • LogPluginManager: Mounting plugin GoogleCloudMessaging

  • LogPluginManager: Mounting plugin ImmediatePhysics

  • LogPluginManager: Mounting plugin IOSDeviceProfileSelector

  • LogPluginManager: Mounting plugin LinuxDeviceProfileSelector

  • LogPluginManager: Mounting plugin LocationServicesBPLibrary

  • LogPluginManager: Mounting plugin MobilePatchingUtils

  • LogPluginManager: Mounting plugin OculusVR

  • LogPluginManager: Mounting plugin PhysXVehicles

  • LogPluginManager: Mounting plugin ProceduralMeshComponent

  • LogPluginManager: Mounting plugin RuntimePhysXCooking

  • LogPluginManager: Mounting plugin SteamVR

  • LogPluginManager: Mounting plugin WindowsMoviePlayer

  • LogInit: Using libcurl 7.47.1

  • LogInit: - built for x86_64-pc-win32

  • LogInit: - supports SSL with OpenSSL/1.0.2g

  • LogInit: - supports HTTP deflate (compression) using libz 1.2.8

  • LogInit: - other features:

  • LogInit: CURL_VERSION_SSL

  • LogInit: CURL_VERSION_LIBZ

  • LogInit: CURL_VERSION_IPV6

  • LogInit: CURL_VERSION_ASYNCHDNS

  • LogInit: CURL_VERSION_LARGEFILE

  • LogInit: CURL_VERSION_IDN

  • LogInit: CurlRequestOptions (configurable via config and command line):

  • LogInit: - bVerifyPeer = false - Libcurl will NOT verify peer certificate

  • LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy

  • LogInit: - bDontReuseConnections = false - Libcurl will reuse connections

  • LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time.

  • LogInit: Build: ++UE4+Release-4.17-CL-3658906

  • LogInit: Engine Version: 4.17.2-3658906+++UE4+Release-4.17

  • LogInit: Compatible Engine Version: 4.17.0-3573198+++UE4+Release-4.17

  • LogInit: Net CL: 3573198

  • LogDevObjectVersion: Number of dev versions registered: 16

  • LogDevObjectVersion: Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 10

  • LogDevObjectVersion: Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0

  • LogDevObjectVersion: Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 2

  • LogDevObjectVersion: Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 20

  • LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 28

  • LogDevObjectVersion: Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0

  • LogDevObjectVersion: Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0

  • LogDevObjectVersion: Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0

  • LogDevObjectVersion: Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0

  • LogDevObjectVersion: Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0

  • LogDevObjectVersion: Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 19

  • LogDevObjectVersion: Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 4

  • LogDevObjectVersion: Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0

  • LogDevObjectVersion: Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1

  • LogDevObjectVersion: Private-Geometry (6EACA3D4-40EC-4CC1-B786-8BED09428FC5): 1

  • LogDevObjectVersion: Dev-AnimPhys (29E575DD-E0A3-4627-9D10-D276232CDCEA): 7

  • LogInit: Compiled (64-bit): Sep 22 2017 13:47:16

  • LogInit: Compiled with Visual C++: 19.00.24215.01

  • LogInit: Build Configuration: Development

  • LogInit: Branch Name: ++UE4+Release-4.17

  • LogInit: Command line: -EpicPortal -epicusername="Dianarich" -epicuserid=1c826fd671e6402e9a99cfa6c0191718 -epiclocale=ru-RU

  • LogInit: Base directory: E:/UE_4.17/Engine/Binaries/Win64/

  • LogInit: Installed Engine Build: 1

  • LogInit: Presizing for max 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.

  • LogInit: Object subsystem initialized

  • LogInit: Selected Device Profile: [Windows]

  • LogInit: Applying CVar settings loaded from the selected device profile: [Windows]

  • LogInit: Computer: DIANA-KASPRUK

  • LogInit: User: Lenovo

  • LogInit: CPU Page size=4096, Cores=2

  • LogInit: High frequency timer resolution =2.648435 MHz

  • LogMemory: Memory total: Physical=7.9GB (8GB approx)

  • LogMemory: Platform Memory Stats for Windows

  • LogMemory: Process Physical Memory: 276.68 MB used, 276.68 MB peak

  • LogMemory: Process Virtual Memory: 275.84 MB used, 275.84 MB peak

  • LogMemory: Physical Memory: 3989.50 MB used, 4102.72 MB free, 8092.22 MB total

  • LogMemory: Virtual Memory: 4802.84 MB used, 4102.72 MB free, 134217728.00 MB total

  • LogInit: Using OS detected language (ru-RU).

  • LogInit: Using OS detected locale (ru-RU).

  • LogTextLocalizationManager: No localization for 'ru-RU' exists, so 'en' will be used for the language.

  • LogTextLocalizationManager: No localization for 'ru-RU' exists, so 'en' will be used for the locale.

  • LogD3D11RHI: D3D11 adapters:

  • LogD3D11RHI: 0. 'NVIDIA GeForce 940MX' (Feature Level 11_0)

  • LogD3D11RHI: 2020/0/4046 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:1, VendorId:0x10de

  • LogD3D11RHI: 1. 'Intel(R) HD Graphics 620' (Feature Level 11_0)

  • LogD3D11RHI: 128/0/4046 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x8086

  • LogD3D11RHI: 2. 'Microsoft Basic Render Driver' (Feature Level 11_0)

  • LogD3D11RHI: 0/0/4046 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414

  • LogD3D11RHI: Chosen D3D11 Adapter: 0

  • LogD3D11RHI: Creating new Direct3DDevice

  • LogD3D11RHI: GPU DeviceId: 0x134d (for the marketing name, search the web for "GPU Device Id")

  • LogWindows: EnumDisplayDevices:

  • LogWindows: 0. 'Intel(R) HD Graphics 620' (P:1 D:1)

  • LogWindows: 1. 'Intel(R) HD Graphics 620' (P:0 D:0)

  • LogWindows: 2. 'Intel(R) HD Graphics 620' (P:0 D:0)

  • LogWindows: DebugString: GetVideoDriverDetailsInvalid PrimaryIsNotTheChoosenAdapter GetVideoDriverDetailsInvalid PrimaryIsNotTheChoosenAdapter GetVideoDriverDetailsInvalid PrimaryIsNotTheChoosenAdapter FoundDriverCount:0

  • LogD3D11RHI: Adapter Name: NVIDIA GeForce 940MX

  • LogD3D11RHI: Driver Version: Unknown (internal:Unknown, unified:Unknown)

  • LogD3D11RHI: Driver Date: Unknown

  • LogRHI: Texture pool is 1361 MB (70% of 1945 MB)

  • LogD3D11RHI: Async texture creation enabled

  • LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 2)

  • LogShaderCompilers: Guid format shader working directory is -2 characters bigger than the processId version (../../../../Документы/Unreal Projects/MyProject4/Intermediate/Shaders/WorkingDirectory/16212/).

  • LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/Lenovo/AppData/Local/Temp/UnrealShaderWorkingDir/9F58F88049596A44B1D691B7BB7B0991/'.

  • LogShaderCompilers: Display: Using Local Shader Compiler.

  • LogTemp: Display: Loaded TP AllDesktopTargetPlatform

  • LogTemp: Display: Loaded TP MacClientTargetPlatform

  • LogTemp: Display: Loaded TP MacNoEditorTargetPlatform

  • LogTemp: Display: Loaded TP MacServerTargetPlatform

  • LogTemp: Display: Loaded TP MacTargetPlatform

  • LogTemp: Display: Loaded TP WindowsClientTargetPlatform

  • LogTemp: Display: Loaded TP WindowsNoEditorTargetPlatform

  • LogTemp: Display: Loaded TP WindowsServerTargetPlatform

  • LogTemp: Display: Loaded TP WindowsTargetPlatform

  • LogTemp: Display: Loaded TP AndroidTargetPlatform

  • LogTemp: Display: Loaded TP Android_ASTCTargetPlatform

  • LogTemp: Display: Loaded TP Android_ATCTargetPlatform

  • LogTemp: Display: Loaded TP Android_DXTTargetPlatform

  • LogTemp: Display: Loaded TP Android_ETC1TargetPlatform

  • LogTemp: Display: Loaded TP Android_ETC2TargetPlatform

  • LogTemp: Display: Loaded TP Android_MultiTargetPlatform

  • LogTemp: Display: Loaded TP Android_PVRTCTargetPlatform

  • LogTemp: Display: Loaded TP HTML5TargetPlatform

  • LogTemp: Display: Loaded TP IOSTargetPlatform

  • LogTemp: Display: Loaded TP TVOSTargetPlatform

  • LogTemp: Display: Loaded TP LinuxClientTargetPlatform

  • LogTemp: Display: Loaded TP LinuxNoEditorTargetPlatform

  • LogTemp: Display: Loaded TP LinuxServerTargetPlatform

  • LogTemp: Display: Loaded TP LinuxTargetPlatform

  • LogTargetPlatformManager: Display: Building Assets For Windows

  • LogDerivedDataCache: Display: Max Cache Size: 512 MB

  • LogDerivedDataCache: Loaded boot cache 0.15s 93MB C:/Users/Lenovo/AppData/Local/UnrealEngine/4.17/DerivedDataCache/Boot.ddc.

  • LogDerivedDataCache: Display: Loaded Boot cache: C:/Users/Lenovo/AppData/Local/UnrealEngine/4.17/DerivedDataCache/Boot.ddc

  • LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../../Документы/Unreal Projects/MyProject4/DerivedDataCache/DDC.ddp not found, will not use a pak cache.

  • LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.

  • LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file ../../../../Документы/Unreal Projects/MyProject4/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.

  • LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.

  • LogDerivedDataCache: Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.

  • LogDerivedDataCache: Using Local data cache path C:/Users/Lenovo/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable

  • LogMaterial: Verifying Global Shaders for PCD3D_SM5

  • LogSlate: Using Freetype 2.6.0

  • LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1

  • LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1

  • LogAssetRegistry: FAssetRegistry took 0.0270 seconds to start up

  • LogInit: Selected Device Profile: [Windows]

  • LogSimplygon: Simplygon DLL not present - disabling.

  • LogMeshReduction: Using SimplygonSwarm for distributed automatic mesh merging

  • LogMeshReduction: Using QuadricMeshReduction for automatic static mesh reduction

  • LogMeshReduction: No automatic skeletal mesh reduction module available

  • LogMeshReduction: No automatic mesh merging module available

  • LogMeshMerging: No automatic mesh merging module available

  • LogContentStreaming: Texture pool size is 0.00 MB

  • LogNetVersion: MyProject4 , NetCL: 3573198, EngineNetVer: 2, GameNetVer: 0 (Checksum: 2272377336)

  • LogPackageLocalizationCache: Processed 5 localized package path(s) for 1 prioritized culture(s) in 0.037178 seconds

  • LogUObjectArray: 35825 objects as part of root set at end of initial load.

  • LogUObjectAllocator: 7529104 out of 0 bytes used by permanent object pool.

  • LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool

  • LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467

  • LogTcpMessaging: Initializing TcpMessaging bridge

  • LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.

  • LogMaterial: Uniform references updated for custom material expression Custom.

  • SourceControl: Source control is disabled

  • SourceControl: Source control is disabled

  • SourceControl: Source control is disabled

  • SourceControl: Source control is disabled

  • LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance

  • LogOcInput: OculusInput pre-init called

  • LogEngine: Initializing Engine...

  • LogHMD: Failed to initialize OpenVR with code 110

  • LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset - 0.000 s

  • LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast - 0.000 s

  • LogAIModule: Creating AISystem for world Untitled

  • LogInit: XAudio2 using 'Динамики (Conexant SmartAudio HD)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)

  • LogInit: FAudioDevice initialized.

  • LogDerivedDataCache: Saved boot cache 0.26s 93MB C:/Users/Lenovo/AppData/Local/UnrealEngine/4.17/DerivedDataCache/Boot.ddc.

  • LogInit: Texture streaming: Enabled

  • LogEngineSessionManager: EngineSessionManager initialized

  • LogInit: Transaction tracking system initialized

  • BlueprintLog: New page: Editor Load

  • LocalizationService: Localization service is disabled

  • LogCook: Display: Max memory allowance for cook 16384mb min free memory 0mb

  • LogCook: Display: Mobile HDR setting 1

  • LogGameplayTags: Display: UGameplayTagsManager::DoneAddingNativeTags. DelegateIsBound: 0

  • LogFileCache: Scanning file cache for directory 'E:/Документы/Unreal Projects/MyProject4/Content/' took 0.10s

  • SourceControl: Source control is disabled

  • Cmd: MAP LOAD FILE="../../../../Документы/Unreal Projects/MyProject4/Content/FirstPersonBP/Maps/FirstPersonExampleMap.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3

  • LightingResults: New page: Lighting Build

  • MapCheck: New page: Map Check

  • LightingResults: New page: Lighting Build

  • LogAIModule: Creating AISystem for world FirstPersonExampleMap

  • LogEditorServer: Finished looking for orphan Actors (0.000 secs)

  • Cmd: MAP CHECKDEP NOCLEARLOG

  • MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 216.62ms to complete.

  • LogFileHelpers: Loading map 'FirstPersonExampleMap' took 7.791

  • LogCollectionManager: Loaded 0 collections in 0.027014 seconds

  • LogFileCache: Scanning file cache for directory 'E:/Документы/Unreal Projects/MyProject4/Saved/Collections/' took 0.01s

  • LogFileCache: Scanning file cache for directory 'E:/Документы/Unreal Projects/MyProject4/Content/Developers/Lenovo/Collections/' took 0.01s

  • LogFileCache: Scanning file cache for directory 'E:/Документы/Unreal Projects/MyProject4/Content/Collections/' took 0.01s

  • LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000001 seconds

  • LogContentBrowser: Native class hierarchy populated in 0.0103 seconds. Added 2386 classes and 500 folders.

  • LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0017 seconds. Added 0 classes and 0 folders.

  • LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0032 seconds. Added 0 classes and 0 folders.

  • LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0087 seconds. Added 1 classes and 2 folders.

  • LogSlate: Took 0.000222 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)

  • LogSlate: Took 0.000239 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K)

  • LogSlate: Took 0.139093 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/FontAwesome.ttf' (139K)

  • LogRenderer: Reallocating scene render targets to support 964x460 Format 10 NumSamples 1 (Frame:1).

  • LogContentBrowser: Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0007 seconds. Added 1 classes and 2 folders.

  • LogLoad: (Engine Initialization) Total time: 42.28 seconds

  • LogLoad: (Engine Initialization) Total Blueprint compile time: 0.00 seconds

  • LogExternalProfiler: No external profilers were discovered. External profiling features will not be available.

  • LogContentStreaming: Texture pool size now 1000 MB

  • LogSlate: Took 0.116727 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (159K)

  • LogAssetRegistry: Asset discovery search completed in 33.7160 seconds

  • LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000000 seconds (found 0 objects)

  • LogCollectionManager: Fixed up redirectors for 0 collections in 0.000077 seconds (updated 0 objects)

  • LogWindowsTextInputMethodSystem: Display: IME system now deactivated.

  • LogWindowsTextInputMethodSystem: Display: IME system now deactivated.

  • LogSlate: Took 0.000184 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (159K)

  • LogSlate: Took 0.036074 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/Roboto-BoldCondensed.ttf' (158K)

  • Running E:/UE_4.17/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="E:/Документы/Unreal Projects/MyProject4/MyProject4.uproject" -game -rocket -progress

  • Discovering modules, targets and source code for project...

  • LogSlate: Took 0.000820 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)

  • LogHotReload: Recompiling module MyProject4...

  • LogVSAccessor: Warning: Couldn't access Visual Studio

  • Candidate modules for hot reload:

  • MyProject4

  • Launching UnrealBuildTool... [E:/UE_4.17/Engine/Binaries/DotNET/UnrealBuildTool.exe MyProject4 -Module MyProject4 Win64 Development -editorrecompile -canskiplink "E:/Документы/Unreal Projects/MyProject4/MyProject4.uproject" ]

  • Performing full C++ include scan (hot reloading a new target)

  • Compiling game modules for hot reload

  • Parsing headers for MyProject4Editor

  • Running UnrealHeaderTool "E:???㬥???Unreal ProjectsMyProject4MyProject4.uproject" "E:???㬥???Unreal ProjectsMyProject4IntermediateBuildWin64MyProject4EditorDevelopmentMyProject4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed

  • Reflection code generated for MyProject4Editor in 22,7749761 seconds

  • Performing 7 actions (2 in parallel)

  • [2/7] Resource ModuleVersionResource.rc.inl

  • SharedPCH.Engine.cpp

  • [3/7] Resource PCLaunch.rc

  • MyProject4.cpp

  • c1xx: fatal error C1083: ?? 㤠???? ??????? 䠩? ????筨?: E:?"?????????????'?<Unreal ProjectsMyProject4SourceMyProject4MyProject4.cpp: No such file or directory

  • Game.cpp

  • c1xx: fatal error C1083: ?? 㤠???? ??????? 䠩? ????筨?: E:?"?????????????'?<Unreal ProjectsMyProject4SourceMyProject4Game.cpp: No such file or directory

  • ERROR: UBT ERROR: Failed to produce item: E:???㬥???Unreal ProjectsMyProject4BinariesWin64UE4Editor-MyProject4.dll

  • Total build time: 347,70 seconds (Local executor: 0,00 seconds)

  • CompilerResultsLog: New page: Compilation - Jan 8, 2019, 10:29:55 PM

  • CompilerResultsLog: Performing full C++ include scan (hot reloading a new target)

  • CompilerResultsLog: Compiling game modules for hot reload

  • CompilerResultsLog: Parsing headers for MyProject4Editor

  • CompilerResultsLog: Running UnrealHeaderTool "E:???㬥???Unreal ProjectsMyProject4MyProject4.uproject" "E:???㬥???Unreal ProjectsMyProject4IntermediateBuildWin64MyProject4EditorDevelopmentMyProject4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed

  • CompilerResultsLog: Reflection code generated for MyProject4Editor in 22,7749761 seconds

  • CompilerResultsLog: Performing 7 actions (2 in parallel)

  • CompilerResultsLog: [2/7] Resource ModuleVersionResource.rc.inl

  • CompilerResultsLog: SharedPCH.Engine.cpp

  • CompilerResultsLog: [3/7] Resource PCLaunch.rc

  • CompilerResultsLog: MyProject4.cpp

  • CompilerResultsLog: c1xx: fatal error C1083: ?? 㤠???? ??????? 䠩? ????筨?: E:?"?????????????'?<Unreal ProjectsMyProject4SourceMyProject4MyProject4.cpp: No such file or directory

  • CompilerResultsLog: Game.cpp

  • CompilerResultsLog: c1xx: fatal error C1083: ?? 㤠???? ??????? 䠩? ????筨?: E:?"?????????????'?<Unreal ProjectsMyProject4SourceMyProject4Game.cpp: No such file or directory

  • CompilerResultsLog: ERROR: UBT ERROR: Failed to produce item: E:???㬥???Unreal ProjectsMyProject4BinariesWin64UE4Editor-MyProject4.dll

  • CompilerResultsLog: Total build time: 347,70 seconds (Local executor: 0,00 seconds)

  • LogMainFrame: MainFrame: Module compiling took 348.293 seconds

  • LogWindowsTextInputMethodSystem: Display: IME system now deactivated.

  • LogWindowsTextInputMethodSystem: Display: IME system now deactivated.

  • LogWindowsTextInputMethodSystem: Display: IME system now deactivated.

  • LogWindowsTextInputMethodSystem: Display: IME system now deactivated.

  • LogSlate: Took 0.076584 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/DroidSansMono.ttf' (77K)

  • Guys, I’m crying… I have bought some courses on Udemy.com and still didn’t find any solution… I hope someone can help me with that trouble… Waiting for your professional advises <3 <3 <3

    #c #visual-studio #unreal-engine4

    Вопрос:

    Может ли кто-нибудь помочь со следующими ошибками компиляции и / или предложить шаги по устранению неполадок? Должен ли я перейти на сообщество VS 2019 и повторить попытку? Удалить .vs и промежуточные папки и обновить проект?

    Попытка компиляции UE 4.27 с использованием VS 2017 в Windows. Любая обратная связь приветствуется! Мой 2-й день попыток скомпилировать сборку!

     H:UnrealEngine-4.27EngineIntermediateProjectFilesHeadlessChaosPerf.vcxproj : warning : Platform ‘[arm64, 0]’ referenced in the project file ‘HeadlessChaosPerf’ cannot be found.
    
    H:UnrealEngine-4.27EngineIntermediateProjectFilesHeadlessChaos.vcxproj : warning : Platform ‘[arm64, 0]’ referenced in the project file ‘HeadlessChaos’ cannot be found.
    
    H:UnrealEngine-4.27EngineIntermediateProjectFilesUE4.vcxproj : warning : Platform ‘[arm64, 0]’ referenced in the project file ‘UE4’ cannot be found.
    
    error : Designtime build failed for project ‘H:UnrealEngine-4.27EngineIntermediateProjectFilesUnrealRecoverySvc.vcxproj’ configuration ‘Development_Program|x64’. IntelliSense might be unavailable.
    Set environment variable TRACEDESIGNTIME = true and restart Visual Studio to investigate.
     

    Комментарии:

    1. Похоже, что вам нужно установить 64-разрядный компилятор (с помощью установщика Visual Studio) или построить 32-разрядный двоичный файл.

    Всем привет, уже 3 день не могу решить проблему с созданием С++ проекта в Unreal Engine 4(версия 4.26.2). Каждый раз когда начинаю создавать проект вылетает такая ошибка

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

    Running E:/Armen/Сreating games/UE4/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project=»E:/Armen/Сreating games/UE Project/CPlus/CPlus.uproject» -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
    Creating makefile for CPlusEditor (no existing makefile)
    progress push 5%
    Parsing headers for CPlusEditor
    Running UnrealHeaderTool «E:Armen?reating gamesUE ProjectCPlusCPlus.uproject» «E:Armen?reating gamesUE ProjectCPlusIntermediateBuildWin64CPlusEditorDevelopmentCPlusEditor.uhtmanifest» -LogCmds=»loginit warning, logexit warning, logdatabase error» -Unattended -WarningsAsErrors -abslog=»C:UsersCOMISSIONAppDataLocalUnrealBuildToolLog_UHT.txt» -installed
    Reflection code generated for CPlusEditor in 10,3296404 seconds
    progress pop
    Building CPlusEditor…
    Using Visual Studio 2019 14.29.30038 toolchain (C:Program Files (x86)Microsoft Visual Studio2019CommunityVCToolsMSVC14.29.30037) and Windows 10.0.19041.0 SDK (C:Program Files (x86)Windows Kits10).
    Building 9 actions with 12 processes…
    progress ‘Compiling C++ source code…’ 0%
    progress ‘Compiling C++ source code…’ 11%
    [1/9] Default.rc2
    progress ‘Compiling C++ source code…’ 22%
    [2/9] SharedPCH.Engine.ShadowErrors.cpp
    c1xx: fatal error C1083: ?? 㤠???? ??????? 䠩? ?஬????????? ??? ???????????: E:Armen??reating gamesUE ProjectCPlusIntermediateBuildWin64CPlusEditorDevelopmentEngineSharedPCH.Engine.ShadowErrors.h.pch: No such file or directory,
    Проблему уже гуглил, но ничего не понял. Что делать?

    Epic Developer Community Forums

    Loading

    I’m constantly seeing posts about people having issues compiling their C++ projects, so I decided to write this guide on how I solved some of the issues. Keep in mind that these may not solve your issue personally, but something that you can try nonetheless.

    1. Try creating C++ classes while the engine is running through Visual Studio

    So here is my workflow. First, I create a C++ project and let Unreal do the things it has to. Once it is done, I always close the engine, head over to visual studio and start the engine from there in debug mode. You can use the engine just like you would normally (create levels, materials, etc), but with the added ability to actually create c++ classes that work. So if I have to create a new class, always do it from the engine that’s running through VS. If I don’t do it this way, I won’t be able to include my classes, the compiler won’t recognize them.

    2. Try re-generating Visual Studio project files

    Find your project on your PC, right click on the .uproject file and hit «Generate Visual Studio project files». Before I do this I usually clear the solution as well. To do this, open the .sln file of your project (the VS file), then in the toolbar hit Build->Clean Solution.

    3. Don’t rely on the Hot Reload feature

    A typical hot reload issue: You change your code and hit hot reload to test it. Most of the time it won’t work. Another issue is that you create a new C++ class, you may see an error message pop up saying that the file is created but the hot reload failed. In general, when you are working on a C++ project, Hot Reload is something that I think you shouldn’t use. When you are done with scripting, and want to test something, restart the engine (through VS). This way, your code will recompile properly.

    4. Make sure that your dependency modules are included

    This is a bit more «advanced» issue but I ran into this once (can’t remember the details, sorry). Basically, some features of the engine like the ability to code widgets, require you to include dependency module(s). Nothing complicated, just open the YourProjectName.Build.cs file in your solution, and there you’ll see public and private dependency module names. You just have to add the modules you need, like «UMG», «OnlineSubsystem», «Slate», «SlateCore», etc.

    5. Include headers using their full path

    This could be useful if you want to check that you are having include issues or not. If you have Visual Assist, you can right click on a class and in the Quick Actions menu you can hit «Add Include». Not sure how you do this in VS though :/

    That’s all I can think of at the moment. If someone in the comments can add to this, let me know and I’ll update the post. Feel free to link to this post when you find someone who has compiling issues. Cheers!

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