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Errors.txt
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Errors.txt
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****************************************************************************************************
THIS IS A LIST OF ERRORS USED TO FIX THE TEMPLATE WHEN USING THE UHTGENERATOR TOOL FROM UE4SS.
IF YOU ARE JUST USING THE TEMPLATE, YOU CAN IGNORE THIS FILE.
****************************************************************************************************
========================== First do: ==========================
Generate project using commandlet
Then open it in Rider/VS.
========================== Then do, in no particular order: ==========================
Copy the EditorTarget file, rename it to AstroColonyGame.Target, and inside of it change target type to Game (i.e. this code):
using UnrealBuildTool;
public class AstroColonyGameTarget : TargetRules {
public AstroColonyGameTarget(TargetInfo Target) : base(Target) {
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange(new string[] {
"AstroColony",
"DataRegistry",
"GameplayAbilities",
"GeneratedWorldGenerators",
"TGCoreInput",
"TGCoreInterfaceTypes",
"TGCoreSession",
"TGCoreTypes",
"TGCoreUI",
"TGCoreUtility",
"TGEvent",
});
}
}
In:
- VoxelPhysicsPartSpawner_VoxelWorlds.h, FConfigureVoxelWorld;
- TGNamedSlot.h, FOnNamedSlotAdded/Removed
- EHLogicObject.h, FOnSelectedResourcesChanged
- EHSignalObject.h, FOnResourcesSignalOutChanged/FOnSelectedDeviceChanged
- EHInteractableServiceObject, FOnAIInsideChanged
- EHModsBrowsedOptionViewModel, FOnInstalProgressChanged/FOnInstalCompleted
- EHSaveLoadListViewModel, FOnScenarioDetailsUpdated
- EHTrainingObject, FOnTrainedChanged
- EHSchoolObject, FOnAwaitingSpecialistTrainingsChange
- EHSignalReceiver, FOnSignalSendChanged
- EHModsListViewModel, FOnModsOptionSelected
- EHSignalNetwork, FOnSignalChanged
- AbilityAsync_WaitGameplayTagAdded, FAsyncWaitGameplayTagDelegate (put it inside of AbilityAsync_WaitGameplayTag)
Add the macro DECLARE_DYNAMIC_MULTICAST_DELEGATE(<DelegateName>); above the UCLASS
In:
- AbilityAsync_WaitGameplayTagRemoved.h
- AbilityAsync_WaitGameplayTagAdded.h
Remove the UAbilityAsync_WaitGameplayTag:: from the front of each member
In EHSummaryViewModel.h add #include "EHSaveLoadListViewModel.h"
In:
- VoxelSettings.h
Add ', config = Engine' to the 'UCLASS' macro in any error that says "UCLASS(defaultconfig) not defined"
In:
- MaterialExpressionBlendMaterialAttributesBarycentric.h (every property)
- MaterialExpressionUnpack.h (FExpressionInput Input)
- GameplayCueInterface.h (ForwardGameplayCueToParent)
remove BlueprintReadWrite/BlueprintCallable (where appropriate) flag from the 'UPROPERTY' macro.
In MaterialPackInput.h, add #include "MaterialExpressionIO.h" and remove BlueprintReadWrite flag from the 'UPROPERTY' macro for FExpressionInput Input;
In EAbilityTaskWaitState.h, add None = 0 to the enum
In:
- AbilityTask.h/.cpp
- UMovieSceneGameplayCueTriggerSection
- UMovieSceneGameplayCueSection
comment out the constructor/definition
In AbilitySystemComponent.h/.cpp, comment out:
- The constructor
- ServerSetReplicatedEventWithPayload
- ServerSetReplicatedEvent
- ClientSetReplicatedEvent
In:
- VoxelMaterialIndicies.h
- EHCellType.h
- EHInstanceCellDefinition.h
- InstancesContainer.h
add FORCEINLINE uint32 GetTypeHash(const <structName>) { return 0; } to the bottom of the file, outside of the struct
In EHBaseButtonWidget.h, add:
#include "Components/HorizontalBox.h"
#include "Components/BackgroundBlur.h"
#include "Components/SizeBox.h"
then remove the forward declarations for UHorizontalBox, UBackgroundBlur, USizeBox.
Then comment out
UFUNCTION(BlueprintImplementableEvent)
void OnInputControllerChanged(TEnumAsByte<ETGInputControllerType> InputControllerType);
In:
- EHPlanetoidDestructibleItem.h
- EHPlanetoidVisualItem.h (also remove array from SpawnDensity)
- EHGridComponent.h, BillboardTextures
- EHHUDGame.h, PopMenuClasses/HUDMenuClasses (also change GetPopMenuClass return type)
- EHScenarioParams.h, TerrainTypeSpawnChances/ShapeTypeSpawnChances
- EHDataProvider.h, every array
replace the array decleration with TArray<> and add BlueprintReadWrite+other normal flags to the 'UPROPERTY' macro. Then update the .cpp constructor.
In VoxelProceduralMeshComponent.h/.cpp, add the UPrimitiveComponent interface, i.e. like this:
VoxelProceduralMeshComponent.h:
#pragma once
#include "CoreMinimal.h"
#include "Components/ModelComponent.h"
#include "VoxelIntBox.h"
#include "VoxelProceduralMeshComponent.generated.h"
class UBodySetup;
class UStaticMeshComponent;
class AVoxelWorld;
class UModelComponent;
UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class VOXEL_API UVoxelProceduralMeshComponent : public UModelComponent {
GENERATED_BODY()
public:
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UBodySetup* BodySetup;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UBodySetup* BodySetupBeingCooked;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Export, Transient, meta=(AllowPrivateAccess=true))
UStaticMeshComponent* StaticMeshComponent;
public:
UVoxelProceduralMeshComponent(const FObjectInitializer& ObjectInitializer);
UFUNCTION(BlueprintCallable)
static void SetVoxelCollisionsFrozen(const AVoxelWorld* VoxelWorld, bool bFrozen);
UFUNCTION(BlueprintImplementableEvent)
void InitChunk(uint8 ChunkLOD, FVoxelIntBox ChunkBounds);
UFUNCTION(BlueprintCallable, BlueprintPure)
static bool AreVoxelCollisionsFrozen(const AVoxelWorld* VoxelWorld);
//~ Begin UPrimitiveComponent Interface.
virtual void CreateRenderState_Concurrent(FRegisterComponentContext* Context) override;
virtual void DestroyRenderState_Concurrent() override;
virtual bool GetLightMapResolution( int32& Width, int32& Height ) const override;
virtual int32 GetStaticLightMapResolution() const override;
virtual void GetLightAndShadowMapMemoryUsage( int32& LightMapMemoryUsage, int32& ShadowMapMemoryUsage ) const override;
virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override;
virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
virtual bool ShouldRecreateProxyOnUpdateTransform() const override;
#if WITH_EDITOR
virtual void GetStaticLightingInfo(FStaticLightingPrimitiveInfo& OutPrimitiveInfo,const TArray<ULightComponent*>& InRelevantLights,const FLightingBuildOptions& Options) override;
virtual void AddMapBuildDataGUIDs(TSet<FGuid>& InGUIDs) const override;
#endif
virtual ELightMapInteractionType GetStaticLightingType() const override { return LMIT_Texture; }
virtual void GetStreamingRenderAssetInfo(FStreamingTextureLevelContext& LevelContext, TArray<FStreamingRenderAssetPrimitiveInfo>& OutStreamingRenderAssets) const override;
virtual void GetUsedMaterials(TArray<UMaterialInterface*>& OutMaterials, bool bGetDebugMaterials = false) const override;
virtual class UBodySetup* GetBodySetup() override { return ModelBodySetup; };
virtual int32 GetNumMaterials() const override;
virtual UMaterialInterface* GetMaterial(int32 MaterialIndex) const override;
virtual UMaterialInterface* GetMaterialFromCollisionFaceIndex(int32 FaceIndex, int32& SectionIndex) const override;
virtual bool IsPrecomputedLightingValid() const override;
//~ End UPrimitiveComponent Interface.
//~ Begin UActorComponent Interface.
virtual void InvalidateLightingCacheDetailed(bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly) override;
virtual void PropagateLightingScenarioChange() override;
//~ End UActorComponent Interface.
//~ Begin UObject Interface.
virtual void Serialize(FArchive& Ar) override;
virtual void PostLoad() override;
virtual bool IsNameStableForNetworking() const override;
#if WITH_EDITOR
virtual void PostEditUndo() override;
#endif // WITH_EDITOR
static void AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector);
//~ End UObject Interface.
//~ Begin Interface_CollisionDataProvider Interface
virtual bool GetPhysicsTriMeshData(struct FTriMeshCollisionData* CollisionData, bool InUseAllTriData) override;
virtual bool ContainsPhysicsTriMeshData(bool InUseAllTriData) const override;
virtual bool WantsNegXTriMesh() override { return false; }
//~ End Interface_CollisionDataProvider Interface
//#if WITH_EDITOR
/**
* Generate the Elements array.
*
* @param bBuildRenderData If true, build render data after generating the elements.
*
* @return bool true if successful, false if not.
*/
virtual bool GenerateElements(bool bBuildRenderData);
//#endif // WITH_EDITOR
};
VoxelProceduralMeshComponent.cpp:
#include "VoxelProceduralMeshComponent.h"
class AVoxelWorld;
void UVoxelProceduralMeshComponent::SetVoxelCollisionsFrozen(const AVoxelWorld* VoxelWorld, bool bFrozen) {
}
bool UVoxelProceduralMeshComponent::AreVoxelCollisionsFrozen(const AVoxelWorld* VoxelWorld) {
return false;
}
UVoxelProceduralMeshComponent::UVoxelProceduralMeshComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
this->BodySetup = NULL;
this->BodySetupBeingCooked = NULL;
this->StaticMeshComponent = NULL;
}
void UVoxelProceduralMeshComponent::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector)
{
/*UVoxelProceduralMeshComponent* This = CastChecked<UVoxelProceduralMeshComponent>(InThis);
Collector.AddReferencedObject( This->StaticMeshComponent, This );
AddReferencedObjects( This, Collector );*/
}
void UVoxelProceduralMeshComponent::Serialize(FArchive& Ar)
{
/*Serialize(Ar);
Ar << StaticMeshComponent;*/
}
void UVoxelProceduralMeshComponent::PostLoad()
{
/*PostLoad();
// Fix for old StaticMeshComponent components which weren't created with transactional flag.
SetFlags( RF_Transactional );
// BuildRenderData relies on the StaticMeshComponent having been post-loaded, so we ensure this by calling ConditionalPostLoad.
check(StaticMeshComponent);
StaticMeshComponent->ConditionalPostLoad();*/
}
bool UVoxelProceduralMeshComponent::IsNameStableForNetworking() const
{
// UVoxelProceduralMeshComponent is always persistent for the duration of a game session, and so can be considered to have a stable name
return true;
}
void UVoxelProceduralMeshComponent::GetUsedMaterials(TArray<UMaterialInterface*>& OutMaterials, bool bGetDebugMaterials) const
{
}
int32 UVoxelProceduralMeshComponent::GetNumMaterials() const
{
return 0;
}
UMaterialInterface* UVoxelProceduralMeshComponent::GetMaterial(int32 MaterialIndex) const
{
UMaterialInterface* Material = nullptr;
return Material;
}
UMaterialInterface* UVoxelProceduralMeshComponent::GetMaterialFromCollisionFaceIndex(int32 FaceIndex, int32& SectionIndex) const
{
UMaterialInterface* Result = nullptr;
SectionIndex = 0;
return Result;
}
bool UVoxelProceduralMeshComponent::IsPrecomputedLightingValid() const
{
return false;
}
void UVoxelProceduralMeshComponent::GetStreamingRenderAssetInfo(FStreamingTextureLevelContext& LevelContext, TArray<FStreamingRenderAssetPrimitiveInfo>& OutStreamingRenderAssets) const
{
}
void UVoxelProceduralMeshComponent::CreateRenderState_Concurrent(FRegisterComponentContext* Context)
{
}
void UVoxelProceduralMeshComponent::DestroyRenderState_Concurrent()
{
}
FPrimitiveSceneProxy* UVoxelProceduralMeshComponent::CreateSceneProxy()
{
return NULL;
}
bool UVoxelProceduralMeshComponent::ShouldRecreateProxyOnUpdateTransform() const
{
return true;
}
FBoxSphereBounds UVoxelProceduralMeshComponent::CalcBounds(const FTransform& LocalToWorld) const
{
return FBoxSphereBounds(LocalToWorld.GetLocation(), FVector::ZeroVector, 0.f);
}
void UVoxelProceduralMeshComponent::InvalidateLightingCacheDetailed(bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly)
{
}
void UVoxelProceduralMeshComponent::PropagateLightingScenarioChange()
{
}
bool UVoxelProceduralMeshComponent::GetLightMapResolution( int32& Width, int32& Height ) const
{
return false;
}
int32 UVoxelProceduralMeshComponent::GetStaticLightMapResolution() const
{
/*int32 Width;
int32 Height;
GetLightMapResolution(Width, Height);
return FMath::Max<int32>(Width, Height);*/
return NULL;
}
void UVoxelProceduralMeshComponent::GetLightAndShadowMapMemoryUsage( int32& LightMapMemoryUsage, int32& ShadowMapMemoryUsage ) const
{
/*return;*/
}
#if WITH_EDITOR
void UVoxelProceduralMeshComponent::GetStaticLightingInfo(FStaticLightingPrimitiveInfo& OutPrimitiveInfo,const TArray<ULightComponent*>& InRelevantLights,const FLightingBuildOptions& Options)
{
/*check(0);*/
}
void UVoxelProceduralMeshComponent::AddMapBuildDataGUIDs(TSet<FGuid>& InGUIDs) const
{
}
void UVoxelProceduralMeshComponent::PostEditUndo()
{
/*PostEditUndo();*/
}
#endif // WITH_EDITOR
bool UVoxelProceduralMeshComponent::GetPhysicsTriMeshData(struct FTriMeshCollisionData* CollisionData, bool InUseAllTriData)
{
return false;
}
bool UVoxelProceduralMeshComponent::ContainsPhysicsTriMeshData(bool InUseAllTriData) const
{
return false;
}
bool UVoxelProceduralMeshComponent::GenerateElements(bool bBuildRenderData)
{
return false;
}
FILES TO CHECK FIXES FOR:
- AbilitySystemComponent.h/.cpp
- GameplayCueInterface.h
- GameplayCueNotify_Actor.h
- GameplayCueNotify_Static.h
Set supported platforms to windows