USharp
USharp copied to clipboard
USharp doesn't compile
Working environment:
- Visual Studio 2019
- Windows 10, VS 2019
- .NET Framework 4.7.2
- .NET Core SDK 2.1
- MSVC++ 2015-2019
Type command "buildcpp" crashed in PluginInstaller.exe (I put it in the correct directory). Full error information:
buildcpp
Running AutomationTool...
Parsing command line: BuildPlugin -Plugin=C:\Users\Lenovo\AppData\Roaming\USharp\BuildTemp2\USharp.uplugin_temp -Package=C:\Users\Lenovo\AppData\Roaming\USharp\Build -Rocket -Platform=Win64
Copying 185 file(s) using max 64 thread(s)
Reading plugin from C:\Users\Lenovo\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\USharp.uplugin_temp...
Building plugin for host platforms: Win64
Running: E:\UE_4.24\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Editor Win64 Development -Project=C:\Users\Lenovo\AppData\Roaming\USharp\Build\HostProject\HostProject.uproject -plugin=C:\Users\Lenovo\AppData\Roaming\USharp\Build\HostProject\Plugins\USharp\USharp.uplugin_temp -iwyu -noubtmakefiles -manifest=C:\Users\Lenovo\AppData\Roaming\USharp\Build\HostProject\Saved\Manifest-UE4Editor-Win64-Development.xml -nohotreload -log="C:\Users\Lenovo\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UE_4.24\UBT-UE4Editor-Win64-Development.txt"
Parsing headers for UE4Editor
Running UnrealHeaderTool "C:\Users\Lenovo\AppData\Roaming\USharp\Build\HostProject\HostProject.uproject" "C:\Users\Lenovo\AppData\Roaming\USharp\Build\HostProject\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Projects/Private/PluginManager.cpp] [Line: 889]
LogWindows: Error: This project requires the 'USharp' plugin. Install it and try again, or remove it from the project's required plugin list.
LogWindows: Error:
LogWindows: Error:
LogWindows: Error:
Took 65.336724s to run UnrealBuildTool.exe, ExitCode=3
UnrealBuildTool failed. See log for more details. (C:\Users\Lenovo\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UE_4.24\UBT-UE4Editor-Win64-Development.txt)
AutomationTool exiting with ExitCode=3 (Error_UnknownCommand)
BUILD FAILED
done (00:01:09.0939575)
And my UE4 engine directory is E:/UE_4.24/Engine. It seems one project requires the "USharp" plugin, but it has not been compiled yet. Cannot open the engine directly after placing the USharp plugin into the engine plugins directory. Can someone help me?
I'm having the same problem. And now, after trying to install USharp, UE4 is not opening anymore
The same issue I am also getting is there any solution? @pixeltris
You are using UE 4.24, which is currently not supported by USharp. USharp currently supports UE 4.23. I do have a pull request that adds UE 4.24 support if you want to try it out.
Thank you for the reply.
Thanks @Tanner555 for answering. Just for information: To put Unreal Engine to work again, all we need to do is to delete USharp folder from the plugins folder.
Seems to happen in UE4.25 but I tried your patch on UE4.25 same error. What exactly is going on here? @Tanner555
@TylerJaacks Wow, I have not seen this topic. Excuse me... I solved the post problem for 4.24 in my Branch - https://github.com/MiheevN/USharp/tree/Miheev Try 😀 And 4.25 is not yet supported. It takes time and effort.
@TylerJaacks My patch only works with UE 4.24. It's going to take a lot of code changes for USharp to support UE 4.25. You can't just take my fork for UE 4.24, which probably has a bunch of bugs, and expect it to work with UE 4.25.
I'd be happy to help you if you try using UE 4.24, which seems to work pretty well on my end (with a few tweaks and annoying issues).
I might try updating my fork with your recent fix @MiheevN. 😄
Updated my PR with @MiheevN changes 👍 https://github.com/pixeltris/USharp/pull/113
What's with the error message saying it requires the very plugin its compiling to be installed already? Is there an explanation for that?