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Build instructions #1

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FruitcakefromMars opened this issue May 22, 2018 · 19 comments
Closed

Build instructions #1

FruitcakefromMars opened this issue May 22, 2018 · 19 comments
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@FruitcakefromMars
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I'm trying to set up the project but it seems that no matter what I've done so far, nothing has worked.

So the first thing I've tried is to run the project by double-clicking. (I did so because I didn't want to install Visual Studio since it takes up some disk space. I also had UE 4.10 installed)

uproject

This message pops up:

rebuild

I click yes and it tells me this next.

could not be compiled

I've also tried copying the Content folder into a blank project (UE 4.19) however there are still some problems such as the map not loading. (I don't know what the test map is).

I've tried finding out how to compile them using Visual Studio with the Unreal Plugin but many forums suggest opening them up in Unreal Editor then opening it in Visual Studio (at least that's what I got from them), which I can't do since it can't open up in the Unreal Editor.

I then installed Visual Studio 2017, with the Unreal Plugin and necessary Windows 8 files. However I am clueless what to do next.

I usually don't ask this, but can you provide specific instructions on setting up the project?

@mtrebi
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mtrebi commented May 28, 2018

Hey! Sorry for the issue. I see that the repository is missing some files. Im gonna search and upload them as soon as I can.

@mtrebi mtrebi self-assigned this May 28, 2018
@mtrebi mtrebi added the bug label May 28, 2018
@FruitcakefromMars
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Thanks! I appreciate it.

@mtrebi
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mtrebi commented Jun 11, 2018

Hey, sorry for the late update. It took me some time to find the location where this project was stored. I actually have several copies so I need to take a look to see which one is the latest and make sure that it works. Are you in a hurry?

@LucianoJacomeli
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I have the same problem with 4.10 and 4.18. Please if you upload could be very nice. With this amazing project could be very easy creates another types of AI such Outlast AI when player hide from AI, the AI can wait, or search for the player. I read the Documentation and congratulation for the project

@mtrebi
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mtrebi commented Jun 27, 2018

I found the latest version of the code. I am trying to rebuild it to make sure that everything works. As soon as I have it working I will upload it with proper instructions. Sorry for the delay.

@FruitcakefromMars
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Ah, sorry for the late reply. I was working on other parts of my project so I didn't check.

No I'm not in a hurry, but I have been very interested in shooter AI that I wanted to experiment with level layouts and wanted to study and possibly document results from combining both AI and level layouts.

Take as much time as you need. Right now I'm working on level layouts for possible combat encounters which takes time to think about for me.

Thanks once again!

@ghost
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ghost commented Jun 29, 2018

Hello, I'm encountering the same problem. Hope you can resolve this soon as this would be a great learning project :)

@mtrebi
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mtrebi commented Jul 6, 2018

I am working on this!

@ghost
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ghost commented Jul 6, 2018

Much appreciated :)

@mtrebi
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mtrebi commented Jul 8, 2018

Hey, I tried building the solution on my own in VS but I am lacking some libraries, although the code should work. I tried uploading it to Github because your version of VS probably works fine. However, the test map of the project is too big for Github so I have to setup Git Large File Storage for that so you can give it a try too.

@LucianoJacomeli
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LucianoJacomeli commented Jul 8, 2018 via email

@ghost
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ghost commented Jul 8, 2018

Installing git lfs is quite simple, just install it and track uasset and umap files and you're done. But I do think you'll hit githubs limitations. Perhaps you'd be better off pushing this to Gitlab which has plenty storage.

@mtrebi
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mtrebi commented Jul 12, 2018

Yes, I hit github limitations...In fact, those files were part of the original example and the starter content so i was able to remove them. Everything should work now. Give it a try and tell me if you need any help. Thanks!

@ghost
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ghost commented Jul 13, 2018

Thanks, I'll try this weekend and will let you know :)

@ghost
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ghost commented Jul 13, 2018

Using Visual Studio 2015 Update 3 and UE4.10 I'm unfortunately unable to build this project out of the box, I get many warnings, and two more errors like this one:

2>C:\Users\RJ\Desktop\AI_FPS-master\Intermediate\Build\Win64\UE4Editor\Inc\ShooterGame\ShooterGame.generated.cpp : error C4599: '/ID:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\INCLUDE': command line argument number 264 does not match precompiled header

This UE4 forum post shows some solutions to the problem:

https://answers.unrealengine.com/questions/449402/visual-studio-error-c4599-while-tryin-to-buildcomp.html

I also tried running the project after copying over the Content folder from the Shooter Game example project but this doesn't work.
However it is quite some trouble to remove Visual Studio entirely and apply update 2 instead of update 3 that the installer defaults to. I've also installed UE4.12.5 but I also get errors. Are you perhaps able to upgrade the project to a newer build of UE4?

@mtrebi
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mtrebi commented Jul 13, 2018

I am really busy with work right now so I am afraid I won't be able to do that. I am sorry. However, if you have some time, you can try to "manually" my source code into your project or into a new project. The errors you are getting are very likely problems with the engine code rather than my own code.

Best of luck,

@ghost
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ghost commented Jul 13, 2018

Thats okay, no hurries. I will try to move the source code :)

@ghost
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ghost commented Jul 14, 2018

Unfortunately I'm still unable to get the project to work, even when manually moving the source code into the project. I get many reference errors in the blueprint tasks, but because I cannot see what node was originally in the place of the reference, I cannot fix this myself. I hope you find the time in the near future to upload the full project, so that the possibility of merging errors is kept to a minimum. It might also be helpful to know exactly which version of Visual Studio,which update and which UE4 version you are running. If possible it might be nice to upgrade the project to a higher version.

@mtrebi
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mtrebi commented Jul 14, 2018

I am sorry to hear that. As I told you I no longer have much free time to work on my own projects :( .I may give this another try in the future.
Btw, there wasn't much logic implemented in blueprints. Everything was in the Behavior Tree and used some custom logic implemented mainly in C++ but I agree, it's really hard to see this without being able to run the project.

PS: I just saw the image links to the behavior trees are also broken, but you can also find them in the pdf, although its in spanish >.<

Best of luck, and feel free to ask me anything else you need.

@mtrebi mtrebi closed this as completed Feb 24, 2019
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