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[BUG - Release] Game__Debug__Win64 does not successfully build

Open UE4SS opened this issue 1 year ago • 7 comments

Describe the bug GenericPlatformMath.hpp @ L410: error C2760: syntax error: 'UE_DEBUG_SECTION' was unexpected here; expected '{'

To Reproduce Using my command line: xmake f --profilerFlavor=Tracy --cxxflags="-DSTATS=0" -m "Game__Debug__Win64" -y && xmake Untested with the default command line or VS, but I'd be surprised if the problem didn't exist with those.

Expected behavior The Game__Debug__Win64 target is expected to successfully build.

Desktop (please complete the following information):

  • OS: Win10 VM

UE4SS avatar May 14 '24 04:05 UE4SS

I'm not sure how to properly fix this, but defining DO_ENSURE=0 bypasses the problem.

UE4SS avatar May 14 '24 10:05 UE4SS

Perhaps fix could be bundled into #494?

Edit: Build is successful on that branch already. I installed into DRG and it works 👍

Buckminsterfullerene02 avatar May 14 '24 17:05 Buckminsterfullerene02

Perhaps fix could be bundled into #494?

Edit: Build is successful on that branch already. I installed into DRG and it works 👍

Did you test #494 with the latest Unreal submodule ? I'm pretty sure this problem was caused by a recent PR: https://github.com/Re-UE4SS/UEPseudo/pull/87 and #494 is based on an older commit so I just want to confirm that you tested with the latest Unreal submodule.

UE4SS avatar May 15 '24 02:05 UE4SS

Perhaps fix could be bundled into #494? Edit: Build is successful on that branch already. I installed into DRG and it works 👍

Did you test #494 with the latest Unreal submodule ? I'm pretty sure this problem was caused by a recent PR: Re-UE4SS/UEPseudo#87 and #494 is based on an older commit so I just want to confirm that you tested with the latest Unreal submodule.

Okay I merged #494's UEPseudo branch in with main locally and the debug build does indeed fail. Did not notice that #494 is based off an older commit.

Buckminsterfullerene02 avatar May 15 '24 10:05 Buckminsterfullerene02

Perhaps fix could be bundled into #494? Edit: Build is successful on that branch already. I installed into DRG and it works 👍

Did you test #494 with the latest Unreal submodule ? I'm pretty sure this problem was caused by a recent PR: Re-UE4SS/UEPseudo#87 and #494 is based on an older commit so I just want to confirm that you tested with the latest Unreal submodule.

Okay I merged #494's UEPseudo branch in with main locally and the debug build does indeed fail. Did not notice that #494 is based off an older commit.

I can try to update and see if the change is something easily bundle-able. Will know in a couple of hours

bitonality avatar May 15 '24 14:05 bitonality

#define UE_ENSURE_IMPL(Capture, Always, InExpression, ...) \
		    (LIKELY(!!(InExpression)) || (DispatchCheckVerify<bool>([Capture] () FORCENOINLINE UE_DEBUG_SECTION \
		    { \
			    static bool bExecuted = false; \
			    if ((!bExecuted || Always) && FPlatformMisc::IsEnsureAllowed()) \
			    { \
				    bExecuted = true; \
				    FDebug::OptionallyLogFormattedEnsureMessageReturningFalse(true, #InExpression, __FILE__, __LINE__, ##__VA_ARGS__); \
				    if (!FPlatformMisc::IsDebuggerPresent()) \
				    { \
					    FPlatformMisc::PromptForRemoteDebugging(true); \
					    return false; \
				    } \
				    return true; \
			    } \
			    return false; \
		    }) && ([] () { PLATFORM_BREAK(); } (), false)))

https://github.com/Re-UE4SS/UEPseudo/pull/87 introduced a breaking change whenever we compile in xxx__DEBUG__xxx mode due to a missing UE_DEBUG_SECTION def as well as unimplemented

FPlatformMisc:IsEnsureAllowed() FPlatformMisc:IsDebuggerPresent() FPlatformMisc::PromptForRemoteDebugging(bool)

I will not be making a fix in #494 since it's out of scope of that change.

bitonality avatar May 16 '24 17:05 bitonality

https://github.com/Re-UE4SS/UEPseudo/pull/91

bitonality avatar May 22 '24 17:05 bitonality