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I've upgraded to Visual Studio 2017 (version 15.5.2) and still get the compile errors:
\CollisionMeshHandler.cpp(52): error C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
\CollisionMeshHandler.cpp(246): error C4800: 'int32': forcing value to bool 'true' or 'false' (performance warning)
When trying to correct for the error with "Value != 0", another problem occurs. The build is successful in Visual Studio, but when I go to launch the .uproject, it says it can't find the Voxel.dll and tries to rebuild, but fails. This may be an unreal problem, and not your plugin though. Any info that might help me?
The text was updated successfully, but these errors were encountered:
The best way to fix the error is to add #pragma warning( disable : 4800 ) at the beginning of the files with errors (wiki was old, just updated it). If VS 2015 is still installed, its compiler will be used even with VS 2017.
Instead of using the .uproject, you can launch unreal from VS with the Local Windows Debugger button.
I've upgraded to Visual Studio 2017 (version 15.5.2) and still get the compile errors:
\CollisionMeshHandler.cpp(52): error C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
\CollisionMeshHandler.cpp(246): error C4800: 'int32': forcing value to bool 'true' or 'false' (performance warning)
When trying to correct for the error with "Value != 0", another problem occurs. The build is successful in Visual Studio, but when I go to launch the .uproject, it says it can't find the Voxel.dll and tries to rebuild, but fails. This may be an unreal problem, and not your plugin though. Any info that might help me?
The text was updated successfully, but these errors were encountered: