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C++ fail to build with PluginInstaller #72

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demonixis opened this issue Apr 25, 2019 · 4 comments
Closed

C++ fail to build with PluginInstaller #72

demonixis opened this issue Apr 25, 2019 · 4 comments

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@demonixis
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demonixis commented Apr 25, 2019

Hello,

After building the CS solutions, I try to build the C++ part from PluginInstaller. I've a build error and I don't understand why. I successfuly build the plugin on an another PC so I've probably something missing on this one.

That's the content of the log file

AndroidPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.AndroidPlatformSDK has no valid SDK
WindowsPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.WindowsPlatformSDK using manually installed SDK
BuildMode.Execute: Command line: "D:\Devel\Epic Games\UE_4.22\Engine\Binaries\DotNET\UnrealBuildTool.exe" UE4Editor Win64 Development -plugin=C:\Users\demon\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\USharp.uplugin_temp -iwyu -noubtmakefiles -manifest=C:\Users\demon\AppData\Roaming\USharp\Build\HostProject\Saved\Manifest-UE4Editor-Win64-Development.xml -log="C:\Users\demon\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Devel+Epic+Games+UE_4.22\UBT-UE4Editor-Win64-Development.txt"
DynamicCompilation.RequiresCompilation: Compiling C:\Users\demon\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\Intermediate\Build\BuildRules\USharpModuleRules.dll: Assembly does not exist
WindowsPlatform.EnumerateSdkRootDirs: Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (1)
WindowsPlatform.EnumerateSdkRootDirs: Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (2)
WindowsPlatform.UpdateCachedWindowsSdks: Found Windows 10 SDK version 10.0.17763.0 at C:\Program Files (x86)\Windows Kits\10
WindowsPlatform.UpdateCachedWindowsSdks: Found Universal CRT version 10.0.17763.0 at C:\Program Files (x86)\Windows Kits\10
UEBuildTarget.AddPlugin: Enabling plugin 'USharp' (referenced via command line)
UEBuildTarget.AddPlugin: Enabling plugin 'Paper2D' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AISupport' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LightPropagationVolume' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ActorLayerUtilities' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AnimationSharing' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SignificanceManager' (referenced via default plugins -> AnimationSharing.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'CLionSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CodeLiteSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GitSourceControl' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'KDevelopSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'NullSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PerforceSourceControl' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SubversionSourceControl' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'UObjectPlugin' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'VisualStudioCodeSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'VisualStudioSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'XCodeSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AssetManagerEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CryptoKeys' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'DataValidation' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'FacialAnimation' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GameplayTagsEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MacGraphicsSwitching' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MaterialAnalyzer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MobileLauncherProfileWizard' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PluginBrowser' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SpeedTreeImporter' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'DatasmithContent' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'VariantManagerContent' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AlembicImporter' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GeometryCache' (referenced via default plugins -> AlembicImporter.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'AppleImageUtils' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AppleVision' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'BackChannel' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CharacterAI' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'HTML5Networking' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ProxyLODPlugin' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SkeletalReduction' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeapMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeap' (referenced via default plugins -> MagicLeapMedia.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'ProceduralMeshComponent' (referenced via default plugins -> MagicLeapMedia.uplugin -> MagicLeap.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'AndroidMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AvfMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ImgMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LinearTimecode' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MediaCompositing' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MediaPlayerEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'WmfMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'TcpMessaging' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'UdpMessaging' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ActorSequence' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LevelSequenceEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MatineeToLevelSequence' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'NetcodeUnitTest' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'NUTUnrealEngine4' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystemGooglePlay' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystem' (referenced via default plugins -> OnlineSubsystemGooglePlay.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'AndroidPermission' (referenced via default plugins -> OnlineSubsystemGooglePlay.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystemIOS' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystemNull' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystemUtils' (referenced via default plugins -> OnlineSubsystemNull.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'LauncherChunkInstaller' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AndroidDeviceProfileSelector' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AndroidMoviePlayer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AppleMoviePlayer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ArchVisCharacter' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AudioCapture' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CableComponent' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CustomMeshComponent' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'EditableMesh' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ExampleDeviceProfileSelector' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'Firebase' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GoogleCloudMessaging' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'IOSDeviceProfileSelector' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LinuxDeviceProfileSelector' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LocationServicesBPLibrary' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MobilePatchingUtils' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'OculusVR' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PhysXVehicles' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'RuntimePhysXCooking' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SteamVR' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'WebMMoviePlayer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'WebMMedia' (referenced via default plugins -> WebMMoviePlayer.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'WindowsMoviePlayer' (referenced via default plugins)
VCToolChain..ctor: Compiler: C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.20.27508\bin\HostX64\x64\cl.exe
VCToolChain..ctor: Linker: C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.20.27508\bin\HostX64\x64\link.exe
VCToolChain..ctor: Library Manager: C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.20.27508\bin\HostX64\x64\lib.exe
VCToolChain..ctor: Resource Compiler: C:\Program Files (x86)\Windows Kits\10\bin\10.0.17763.0\x64\rc.exe
ExternalExecution.ExecuteHeaderToolIfNecessary: Parsing headers for UE4Editor
ExternalExecution.ExecuteHeaderToolIfNecessary:   Running UnrealHeaderTool UE4Editor "D:\Devel\Epic Games\UE_4.22\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
ExternalExecution.ExecuteHeaderToolIfNecessary: Reflection code generated for UE4Editor in 8,052176 seconds
UEBuildTarget.GenerateManifest: Writing manifest to C:\Users\demon\AppData\Roaming\USharp\Build\HostProject\Saved\Manifest-UE4Editor-Win64-Development.xml
ActionGraph.IsActionOutdated: PCH.USharp.cpp: Produced item "PCH.USharp.h.pch" doesn't exist.
ActionGraph.IsActionOutdated: PCH.USharp.cpp: Produced item "PCH.USharp.h.obj" doesn't exist.
ActionGraph.IsActionOutdated: PCH.USharp.cpp: Produced item "PCH.USharp.h.txt" doesn't exist.
ActionGraph.IsActionOutdated: UE4Editor-USharp.dll: Produced item "UE4Editor-USharp.dll" doesn't exist.
ActionGraph.IsActionOutdated: UE4Editor-USharp.dll: Produced item "UE4Editor-USharp.pdb" doesn't exist.
ActionGraph.IsActionOutdated: UE4Editor-USharpEditor.dll: Produced item "UE4Editor-USharpEditor.dll" doesn't exist.
ActionGraph.IsActionOutdated: UE4Editor-USharpEditor.dll: Produced item "UE4Editor-USharpEditor.pdb" doesn't exist.
ActionGraph.IsActionOutdated: UE4Editor-USharp.lib: Produced item "UE4Editor-USharp.lib" doesn't exist.
ActionGraph.IsActionOutdated: UE4Editor-USharpEditor.lib: Produced item "UE4Editor-USharpEditor.lib" doesn't exist.
ActionGraph.IsActionOutdated: UE4Editor.target: Prerequisite UE4Editor-USharp.dll is produced by outdated action.
ActionGraph.IsActionOutdated: Module.USharpEditor.gen.cpp: Produced item "Module.USharpEditor.gen.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.USharpEditor.gen.cpp: Produced item "Module.USharpEditor.gen.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: PCH.USharpEditor.cpp: Produced item "PCH.USharpEditor.h.pch" doesn't exist.
ActionGraph.IsActionOutdated: PCH.USharpEditor.cpp: Produced item "PCH.USharpEditor.h.obj" doesn't exist.
ActionGraph.IsActionOutdated: PCH.USharpEditor.cpp: Produced item "PCH.USharpEditor.h.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.USharp.gen.cpp: Produced item "Module.USharp.gen.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.USharp.gen.cpp: Produced item "Module.USharp.gen.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.USharp.cpp: Produced item "Module.USharp.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.USharp.cpp: Produced item "Module.USharp.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Default.rc2: Produced item "Default.rc2.res" doesn't exist.
ActionGraph.IsActionOutdated: Module.USharpEditor.cpp: Produced item "Module.USharpEditor.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.USharpEditor.cpp: Produced item "Module.USharpEditor.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Default.rc2: Produced item "Default.rc2.res" doesn't exist.
BuildMode.Build: Using Visual Studio 2019 14.20.27508 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.20.27508) and Windows 10.0.17763.0 SDK (C:\Program Files (x86)\Windows Kits\10).
ParallelExecutor.ExecuteActions: Building 13 actions with 8 processes...
ParallelExecutor.ExecuteActions:   [1/13] Default.rc2
ParallelExecutor.ExecuteActions:   [2/13] Default.rc2
ParallelExecutor.ExecuteActions:   [3/13] PCH.USharp.cpp
ParallelExecutor.ExecuteActions:   [4/13] PCH.USharpEditor.cpp
ParallelExecutor.ExecuteActions:   [5/13] Module.USharp.cpp
ParallelExecutor.ExecuteActions:   C:\Users\demon\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\Source\USharp\Private\CSharpLoader.h(10): fatal error C1083: Impossible d'ouvrir le fichier include : 'metahost.h' : No such file or directory
ParallelExecutor.ExecuteActions:   [6/13] Module.USharpEditor.gen.cpp
ParallelExecutor.ExecuteActions:   [7/13] Module.USharpEditor.cpp
ParallelExecutor.ExecuteActions:   [8/13] UE4Editor-USharpEditor.lib
ParallelExecutor.ExecuteActions:      CrÚation de la bibliothÞque C:\Users\demon\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\Intermediate\Build\Win64\UE4Editor\Development\USharpEditor\UE4Editor-USharpEditor.lib et de l'objet C:\Users\demon\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\Intermediate\Build\Win64\UE4Editor\Development\USharpEditor\UE4Editor-USharpEditor.exp
ParallelExecutor.ExecuteActions:   [9/13] UE4Editor-USharpEditor.dll
ParallelExecutor.ExecuteActions:      CrÚation de la bibliothÞque C:\Users\demon\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\Intermediate\Build\Win64\UE4Editor\Development\USharpEditor\UE4Editor-USharpEditor.suppressed.lib et de l'objet C:\Users\demon\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\Intermediate\Build\Win64\UE4Editor\Development\USharpEditor\UE4Editor-USharpEditor.suppressed.exp
ParallelExecutor.ExecuteActions:   [10/13] Module.USharp.gen.cpp
UnrealBuildTool.Main: CompilationResultException: Error: OtherCompilationError
UnrealBuildTool.Main:    à UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute) dans D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:ligne 175
UnrealBuildTool.Main:    à UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options) dans D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:ligne 311
UnrealBuildTool.Main:    à UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) dans D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:ligne 196
UnrealBuildTool.Main:    à UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) dans D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:ligne 429
Timeline.Print: Timeline:
Timeline.Print: 
Timeline.Print: [ 0.000]
Timeline.Print: [ 0.000](+0.023) <unknown>
Timeline.Print: [ 0.023](+0.003) FileMetadataPrefetch.QueueEngineDirectory()
Timeline.Print: [ 0.026](+0.175) XmlConfig.ReadConfigFiles()
Timeline.Print: [ 0.202](+0.000) SingleInstanceMutex.Acquire()
Timeline.Print: [ 0.202](+0.173) UEBuildPlatform.RegisterPlatforms()
Timeline.Print:   0.210          [ 0.008](+0.076) Initializing InstalledPlatformInfo
Timeline.Print:   0.287          [ 0.084](+0.000) Querying types
Timeline.Print:   0.292          [ 0.090](+0.003) MacPlatformFactory
Timeline.Print:   0.296          [ 0.093](+0.000) TVOSPlatformFactory
Timeline.Print:   0.296          [ 0.093](+0.024) AndroidPlatformFactory
Timeline.Print:   0.321          [ 0.118](+0.000) IOSPlatformFactory
Timeline.Print:   0.321          [ 0.119](+0.000) HTML5PlatformFactory
Timeline.Print:   0.321          [ 0.119](+0.000) LinuxPlatformFactory
Timeline.Print:   0.322          [ 0.119](+0.000) LuminPlatformFactory
Timeline.Print:   0.322          [ 0.119](+0.053) WindowsPlatformFactory
Timeline.Print: [ 0.393](+0.035) TargetDescriptor.ParseCommandLine()
Timeline.Print: [ 0.442](+1.421) UEBuildTarget.Create()
Timeline.Print:   0.451          [ 0.008](+0.474) RulesCompiler.CreateTargetRulesAssembly()
Timeline.Print:   0.451            0.008          [ 0.000](+0.150) <unknown>
Timeline.Print:   0.602            0.159          [ 0.150](+0.094) Finding engine modules
Timeline.Print:   0.696            0.253          [ 0.244](+0.003) Finding plugin modules
Timeline.Print:   0.699            0.257          [ 0.248](+0.033) <unknown>
Timeline.Print:   0.732            0.290          [ 0.281](+0.006) Finding program modules
Timeline.Print:   0.739            0.297          [ 0.288](+0.001) Finding program targets
Timeline.Print:   0.747            0.304          [ 0.295](+0.171) Compiling rules assembly (USharpModuleRules.dll)
Timeline.Print:   0.926          [ 0.483](+0.075) RulesAssembly.CreateTargetRules()
Timeline.Print:   1.006          [ 0.564](+0.086) UEBuildTarget constructor
Timeline.Print:   1.010            0.568          [ 0.003](+0.080) Reading source file metadata cache
Timeline.Print:   1.093          [ 0.651](+0.770) UEBuildTarget.PreBuildSetup()
Timeline.Print: [ 1.867](+9.200) UEBuildTarget.Build()
Timeline.Print:   1.867          [ 0.000](+0.076) <unknown>
Timeline.Print:   1.943          [ 0.076](+0.147) ExternalExecution.SetupUObjectModules()
Timeline.Print:   2.090          [ 0.223](+0.043) <unknown>
Timeline.Print:   2.134          [ 0.267](+8.052) Executing UnrealHeaderTool
Timeline.Print:  10.186          [ 8.319](+0.003) ExternalExecution.ResetCachedHeaderInfo()
Timeline.Print:  10.190          [ 8.322](+0.011) ExternalExecution.UpdateDirectoryTimestamps()
Timeline.Print:  10.201          [ 8.334](+0.029) <unknown>
Timeline.Print:  10.231          [ 8.364](+0.270) UEBuildBinary.Build()
Timeline.Print:  10.501          [ 8.634](+0.566) <unknown>
Timeline.Print: [11.067](+0.028) <unknown>
Timeline.Print: [11.096](+0.000) Finding editor processes for hot-reload
Timeline.Print: [11.101](+0.002) Reading dependency cache
Timeline.Print: [11.104](+0.005) Reading action history
Timeline.Print: [11.110](+0.019) ActionGraph.GetActionsToExecute()
Timeline.Print:  11.112          [ 0.001](+0.001) Prefetching include dependencies
Timeline.Print:  11.113          [ 0.002](+0.016) Cache outdated actions
Timeline.Print: [11.137](+8.485) ActionGraph.ExecuteActions()
Timeline.Print: [19.635](+0.000) FileMetadataPrefetch.Stop()
Timeline.Print: [19.639]

Thank you for your help!

@demonixis demonixis reopened this Apr 27, 2019
@Algorithman
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Had the same issue. I resolved it by adding the .Net SDK path to the SDK folder (in my case C:/Program Files (x86)/Windows Kits/NETFXSDK/4.7.2/Include/um) to the PrivateIncludePaths and C:/Program Files (x86)/Windows Kits/NETFXSDK/4.7.2/lib/um/x64/mscoree.lib to the PublicAdditionalLibraries).

PrivateIncludePaths.Add("C:/Program Files (x86)/Windows Kits/NETFXSDK/4.7.2/Include/um"); PublicAdditionalLibraries.Add("C:/Program Files (x86)/Windows Kits/NETFXSDK/4.7.2/lib/um/x64/mscoree.lib");

(to USharp.Build.cs and USharpEditor.Build.cs)

@pixeltris
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Hopefully fixed in 8a86cc5

@demonixis
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@pixeltris awesome it works now!

@PrestonII
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PrestonII commented Jan 9, 2020

I've got a similar issues unfortunately but with 4.24. Couldn't try @Algorithman 's fix because I don't even see the USharp.Build.cs or USharpEditor.Build.cs files anywhere. Perhaps I'm missing something critical here?

I'll attach the log file in any case. Any ideas?

Automation.ParseCommandLine: Parsing command line: BuildPlugin -Plugin=C:\Users\psmith\AppData\Roaming\USharp\BuildTemp2\USharp.uplugin_temp -Package=C:\Users\psmith\AppData\Roaming\USharp\Build -Rocket -Platform=Win64 Automation.Process: Setting up command environment. InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\UE_4.24\Engine\Binaries\DotNET\AutomationTool.exe=True InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT= InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT= InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder= CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Epic Games/UE_4.24/Engine/Programs/AutomationTool/Saved InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/UE_4.24/Engine/Programs/AutomationTool/Saved InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_CSVFile= InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder= InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/UE_4.24 CommandUtils.SetEnvVar: SetEnvVar uebp_LogFolder=C:/Users/psmith/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+UE_4.24 InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\psmith\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.24\Log.txt InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\psmith\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.24\UBT-UE4Editor-Win64-Development.txt InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_FinalLogFolder= CommandUtils.SetEnvVar: SetEnvVar uebp_FinalLogFolder=C:/Users/psmith/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+UE_4.24 InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\system32\robocopy.exe=True InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\system32\mount.exe=False InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\Sysnative\mount.exe=False InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\system32\cmd.exe=True CommandUtils.SetEnvVar: SetEnvVar MallocNanoZone=0 InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_UATChildInstance=0 WindowsPlatform.FindVSInstallDirs: Found Visual Studio installation: C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional (Product=Microsoft.VisualStudio.Product.Professional, Version=16.4.29613.14, Sort=0) WindowsPlatform.FindVSInstallDirs: Found Visual Studio installation: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise (Product=Microsoft.VisualStudio.Product.Enterprise, Version=16.4.29609.76, Sort=1) WindowsPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.WindowsPlatformSDK using manually installed SDK CommandUtils.ThreadedCopyFiles: Copying 185 file(s) using max 64 thread(s) BuildPlugin.ExecuteBuild: Reading plugin from C:\Users\psmith\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\USharp.uplugin_temp... BuildPlugin.CompilePlugin: Building plugin for host platforms: Win64 InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\UE_4.24\Engine\Binaries\DotNET\UnrealBuildTool.exe=True CommandUtils.Run: Running: C:\Program Files\Epic Games\UE_4.24\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Editor Win64 Development -plugin=C:\Users\psmith\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\USharp.uplugin_temp -iwyu -noubtmakefiles -manifest=C:\Users\psmith\AppData\Roaming\USharp\Build\HostProject\Saved\Manifest-UE4Editor-Win64-Development.xml -nohotreload -log="C:\Users\psmith\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.24\UBT-UE4Editor-Win64-Development.txt" ProcessResult.StdOut: Parsing headers for UE4Editor ProcessResult.StdOut: Running UnrealHeaderTool UE4Editor "C:\Program Files\Epic Games\UE_4.24\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed ProcessResult.StdOut: Reflection code generated for UE4Editor in 13.2296363 seconds ProcessResult.StdOut: Writing manifest to C:\Users\psmith\AppData\Roaming\USharp\Build\HostProject\Saved\Manifest-UE4Editor-Win64-Development.xml ProcessResult.StdOut: Building UE4Editor... ProcessResult.StdOut: Using Visual Studio 2019 14.24.28314 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.24.28314) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10). ProcessResult.StdOut: Building 13 actions with 8 processes... ProcessResult.StdOut: [1/13] Default.rc2 ProcessResult.StdOut: [2/13] Default.rc2 ProcessResult.StdOut: [3/13] PCH.USharpEditor.cpp ProcessResult.StdOut: [4/13] PCH.USharp.cpp ProcessResult.StdOut: [5/13] Module.USharpEditor.cpp ProcessResult.StdOut: C:/Users/psmith/AppData/Roaming/USharp/Build/HostProject/Plugins/USharp/Source/USharpEditor/Private/SharpTemplateProjectDefs.cpp(14): error C2039: 'RegisterTemplateCategory': is not a member of 'FGameProjectGenerationModule' ProcessResult.StdOut: C:\Program Files\Epic Games\UE_4.24\Engine\Source\Editor\GameProjectGeneration\Public\GameProjectGenerationModule.h(18): note: see declaration of 'FGameProjectGenerationModule' ProcessResult.StdOut: [6/13] Module.USharpEditor.gen.cpp ProcessResult.StdOut: [7/13] Module.USharp.cpp ProcessResult.StdOut: C:\Users\psmith\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\Source\USharp\Private\ExportedFunctions\Export_FObjectInitializer.h(38): error C2039: 'IslegalOverride': is not a member of 'FObjectInitializer' ProcessResult.StdOut: C:\Program Files\Epic Games\UE_4.24\Engine\Source\Runtime\CoreUObject\Public\UObject/UObjectThreadContext.h(14): note: see declaration of 'FObjectInitializer' ProcessResult.StdOut: C:\Users\psmith\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\Source\USharp\Private\ExportedFunctions\Export_UField.h(84): error C2039: 'GetINTMetaData': is not a member of 'UField' ProcessResult.StdOut: C:\Program Files\Epic Games\UE_4.24\Engine\Source\Runtime\CoreUObject\Public\Templates/Casts.h(362): note: see declaration of 'UField' ProcessResult.StdOut: C:\Users\psmith\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\Source\USharp\Private\ExportedFunctions\Export_UField.h(89): error C2039: 'GetINTMetaData': is not a member of 'UField' ProcessResult.StdOut: C:\Program Files\Epic Games\UE_4.24\Engine\Source\Runtime\CoreUObject\Public\Templates/Casts.h(362): note: see declaration of 'UField' ProcessResult.StdOut: C:\Users\psmith\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\Source\USharp\Private\ExportedFunctions\Export_UField.h(94): error C2039: 'GetFLOATMetaData': is not a member of 'UField' ProcessResult.StdOut: C:\Program Files\Epic Games\UE_4.24\Engine\Source\Runtime\CoreUObject\Public\Templates/Casts.h(362): note: see declaration of 'UField' ProcessResult.StdOut: C:\Users\psmith\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\Source\USharp\Private\ExportedFunctions\Export_UField.h(99): error C2039: 'GetFLOATMetaData': is not a member of 'UField' ProcessResult.StdOut: C:\Program Files\Epic Games\UE_4.24\Engine\Source\Runtime\CoreUObject\Public\Templates/Casts.h(362): note: see declaration of 'UField' ProcessResult.StdOut: C:\Users\psmith\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\Source\USharp\Private\ExportedFunctions\Export_AActor.h(46): warning C4996: 'AActor::GetComponentsByClass': Use one of the GetComponents implementations as appropriate Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. ProcessResult.StdOut: C:\Program Files\Epic Games\UE_4.24\Engine\Source\Runtime\Engine\Classes\GameFramework/Actor.h(2881): note: see declaration of 'AActor::GetComponentsByClass' ProcessResult.StdOut: C:\Users\psmith\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\Source\USharp\Private\ExportedFunctions\Export_FPlatformProperties.h(58): warning C4996: 'EBuildTargets::Type': EBuildTargets::Type is deprecated. Use EBuildTargetType instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. ProcessResult.StdOut: C:\Program Files\Epic Games\UE_4.24\Engine\Source\Runtime\Core\Public\GenericPlatform/GenericPlatformMisc.h(163): note: see declaration of 'EBuildTargets::Type' ProcessResult.StdOut: C:\Users\psmith\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\Source\USharp\Private\ExportedFunctions\Export_FGlobals.h(188): warning C4996: 'GIsRequestingExit': Please use IsEngineExitRequested()/RequestEngineExit(const FString&) Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. ProcessResult.StdOut: C:\Program Files\Epic Games\UE_4.24\Engine\Source\Runtime\Core\Public\CoreGlobals.h(257): note: see declaration of 'GIsRequestingExit' ProcessResult.StdOut: C:\Users\psmith\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\Source\USharp\Private\ExportedFunctions\Export_FGlobals.h(193): warning C4996: 'GIsRequestingExit': Please use IsEngineExitRequested()/RequestEngineExit(const FString&) Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. ProcessResult.StdOut: C:\Program Files\Epic Games\UE_4.24\Engine\Source\Runtime\Core\Public\CoreGlobals.h(257): note: see declaration of 'GIsRequestingExit' ProcessResult.StdOut: C:\Users\psmith\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\Source\USharp\Private\ExportedFunctions\Export_ICppStructOps.h(71): error C2039: 'GetTypeHash': is not a member of 'UScriptStruct::ICppStructOps' ProcessResult.StdOut: C:\Program Files\Epic Games\UE_4.24\Engine\Source\Runtime\CoreUObject\Public\UObject/Class.h(888): note: see declaration of 'UScriptStruct::ICppStructOps' ProcessResult.StdOut: C:\Users\psmith\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\Source\USharp\Private\ExportedFunctions\Export_FApp.h(8): error C2440: 'return': cannot convert from 'EBuildConfiguration' to 'int32' ProcessResult.StdOut: C:\Users\psmith\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\Source\USharp\Private\ExportedFunctions\Export_FApp.h(8): note: This conversion requires an explicit cast (static_cast, C-style cast or function-style cast) ProcessResult.StdOut: C:\Users\psmith\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\Source\USharp\Private\ExportedFunctions\Export_FSubsystemCollection.h(3): error C2660: 'FSubsystemCollectionBase::Initialize': function does not take 0 arguments ProcessResult.StdOut: C:\Program Files\Epic Games\UE_4.24\Engine\Source\Runtime\Engine\Public\Subsystems/SubsystemCollection.h(16): note: see declaration of 'FSubsystemCollectionBase::Initialize' ProcessResult.StdOut: [8/13] Module.USharp.gen.cpp CommandUtils.Run: Took 65.4928832s to run UnrealBuildTool.exe, ExitCode=5 Program.Main: UnrealBuildTool failed. See log for more details. (C:\Users\psmith\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.24\UBT-UE4Editor-Win64-Development.txt) Program.Main: AutomationException: UnrealBuildTool failed. See log for more details. (C:\Users\psmith\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.24\UBT-UE4Editor-Win64-Development.txt) Program.Main: at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\UBTUtils.cs:line 52 Program.Main: at BuildPlugin.CompilePluginWithUBT(FileReference HostProjectFile, FileReference HostProjectPluginFile, PluginDescriptor Plugin, String TargetName, TargetType TargetType, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, List1 ManifestFileNames, String InAdditionalArgs) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildPluginCommand.Automation.cs:line 211
Program.Main: at BuildPlugin.CompilePlugin(FileReference HostProjectFile, FileReference HostProjectPluginFile, PluginDescriptor Plugin, List1 HostPlatforms, List1 TargetPlatforms, String AdditionalArgs) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildPluginCommand.Automation.cs:line 150
Program.Main: at BuildPlugin.ExecuteBuild() in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildPluginCommand.Automation.cs:line 107
Program.Main: at AutomationTool.BuildCommand.Execute() in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 263
Program.Main: at AutomationTool.Automation.Execute(List1 CommandsToExecute, Dictionary2 Commands) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 538
Program.Main: at AutomationTool.Automation.Process(String[] Arguments, StartupTraceListener StartupListener) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 508
Program.Main: at AutomationTool.Program.MainProc(String[] Arguments, StartupTraceListener StartupListener) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 176
Program.Main: at AutomationTool.Program.<>c__DisplayClass1_0.

b__2() in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 88
Program.Main: at AutomationTool.InternalUtils.RunSingleInstance(Func1 Main) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 731 Program.Main: at AutomationTool.Program.Main(String[] Arguments) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 88 Program.Main: AutomationTool exiting with ExitCode=5 (5)

Log.txt

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