[Mono-ue] Build Error
nitro52 at iinet.net.au
Tue Mar 10 23:33:36 UTC 2015
Yeah I suspect the issue is with the CompileAction.CommandArguments. It
build a large list of CompileActions. Each have the same
CompileAction.CommandPath which looks like it's the C++ compiler. I tried
outputting the CommandArguments but each one has a huge list of arguments. I
couldn't find where it actually uses CompileAction to execute RC so I could
stick some error handling around the failing one. I'm not sure how to debug
the UnrealBuildTool without knowing what command line arguments it is using.
I rolled back 2 commits and got a different build error, so I'm not sure if
it started there. I was defiantly able to build before, I think it was
Error 1 error CS0115:
uildTarget, System.Collections.Generic.List<UnrealBuildTool.FileItem>)': no
suitable method found to override e:\Source
e\MonoRuntime.Plugin.cs 378 38 UE4
From: mono-ue-bounces at lists.ximian.com
[mailto:mono-ue-bounces at lists.ximian.com] On Behalf Of Robert Vissers
Sent: Tuesday, 10 March 2015 6:54 AM
To: mono-ue at lists.ximian.com
Subject: [Mono-ue] Build Error
I have the same build error on 2 of my PC's. I got it to work on one other
for some reason. I have no idea what the difference is. All VS2013, even one
without update 4 (failed).
CompileAction.CommandPath output is quite useless, is there some way to
trace what the actual arguments are at the moment of failure? It compiles
the RC list before executing it, making it quite hard to guess. Especially
when it is running in parallel.
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