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The plugin work ok when try open in blueprint project
but when add c++ it need to rebuild from source
So I try rebuild from source
by this method https://www.youtube.com/watch?v=sC0gnfYzFzU
but it fail with this log
[120/120] Compile Module.AnimatedTexture.cpp
G:\Plugin_51\AnimatedTexturePluginNew\HostProject\Plugins\AnimatedTexturePlugin\Source\AnimatedTexture\Private\AnimatedTexture2D.cpp(132): warning C4996: 'UTexture::Resource': Use GetResource() / SetResource() accessors instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
G:\Plugin_51\AnimatedTexturePluginNew\HostProject\Plugins\AnimatedTexturePlugin\Source\AnimatedTexture\Private\AnimatedTextureResource.cpp(77): warning C4996: 'RHICreateTexture2D': FRHITexture2D is deprecated, please use RHICreateTexture(const FRHITextureCreateDesc&). Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
Total time in Parallel executor: 30.63 seconds
Total execution time: 34.54 seconds
Took 34.6220711s to run dotnet.exe, ExitCode=0
ERROR: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'startIndex')
the rest
at System.Globalization.CompareInfo.IndexOf(String source, String value, Int32 startIndex, Int32 count, CompareOptions options)
at System.String.IndexOf(String value, Int32 startIndex, Int32 count, StringComparison comparisonType)
at EpicGames.Core.FileFilter.AddRule(String pattern, FileFilterType type) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\Shared\EpicGames.Core\FileFilter.cs:line 322
at EpicGames.Core.FileFilter.AddRuleForFile(FileReference file, DirectoryReference baseDirectory, FileFilterType type) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\Shared\EpicGames.Core\FileFilter.cs:line 179
at BuildPlugin.FilterPluginFiles(FileReference PluginFile, IEnumerable`1 BuildProducts, IEnumerable`1 TargetPlatforms) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildPluginCommand.Automation.cs:line 426
at BuildPlugin.PackagePlugin(FileReference SourcePluginFile, IEnumerable`1 BuildProducts, DirectoryReference TargetDir, Boolean bUnversioned, IEnumerable`1 TargetPlatforms) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildPluginCommand.Automation.cs:line 390
at BuildPlugin.ExecuteBuild() in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildPluginCommand.Automation.cs:line 124
at AutomationTool.BuildCommand.Execute() in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 344
at AutomationTool.BuildCommand.ExecuteAsync() in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 353
at AutomationTool.Automation.ExecuteAsync(List`1 CommandsToExecute, Dictionary`2 Commands) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 257
at AutomationTool.Automation.ProcessAsync(ParsedCommandLine AutomationToolCommandLine, StartupTraceListener StartupListener, HashSet`1 ScriptModuleAssemblies) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 156
(see C:\Users\pazhentai\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+UE_5.1\Log.txt for full exception trace)
AutomationTool executed for 0h 3m 50s
AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED
The text was updated successfully, but these errors were encountered:
The plugin work ok when try open in blueprint project
but when add c++ it need to rebuild from source
So I try rebuild from source
by this method
https://www.youtube.com/watch?v=sC0gnfYzFzU
but it fail with this log
the rest
The text was updated successfully, but these errors were encountered: