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if use lua, ScriptPlugin will error in HTML5

there is part of error.

LogPlayLevel:Display: UnrealBuildTool: In file included from J:/C++/UnrealEngine-4.6.1/Engine/Intermediate/Build/HTML5/MeshViewer/Development/Plugins/Static/ScriptPlugin/Module.ScriptPlugin.cpp:9: LogPlayLevel:Display: UnrealBuildTool: In file included from J:/C++/UnrealEngine-4.6.1/Engine/Plugins/ScriptPlugin/Source/ScriptPlugin/Private/ScriptPlugin.cpp:19: LogPlayLevel:Display: UnrealBuildTool: In file included from ../../../../Unreal Project/MeshViewer/Intermediate/Build/HTML5/MeshViewer/Inc/ScriptPlugin/GeneratedScriptLibraries.inl:578: LogPlayLevel:Display: UnrealBuildTool: ../../../../Unreal Project/MeshViewer/Intermediate/Build/HTML5/MeshViewer/Inc/ScriptPlugin/Actor.script.h:3:27: error: unknown type name 'lua_State' LogPlayLevel:Display: UnrealBuildTool: int32 Actor_GetActorClass(lua_State* InScriptContext) LogPlayLevel:Display: UnrealBuildTool: ^ LogPlayLevel:Display: UnrealBuildTool: ../../../../Unreal Project/MeshViewer/Intermediate/Build/HTML5/MeshViewer/Inc/ScriptPlugin/Actor.script.h:18:33: error: unknown type name 'lua_State' LogPlayLevel:Display: UnrealBuildTool: int32 Actor_GetComponentByClass(lua_State* InScriptContext) LogPlayLevel:Display: UnrealBuildTool: ^ LogPlayLevel:Display: UnrealBuildTool: ../../../../Unreal Project/MeshViewer/Intermediate/Build/HTML5/MeshViewer/Inc/ScriptPlugin/Actor.script.h:35:28: error: unknown type name 'lua_State' LogPlayLevel:Display: UnrealBuildTool: int32 Actor_ForceNetUpdate(lua_State* InScriptContext) LogPlayLevel:Display: UnrealBuildTool: ^ LogPlayLevel:Display: UnrealBuildTool: ../../../../Unreal Project/MeshViewer/Intermediate/Build/HTML5/MeshViewer/Inc/ScriptPlugin/Actor.script.h:43:32: error: unknown type name 'lua_State' LogPlayLevel:Display: UnrealBuildTool: int32 Actor_K2_OnEndViewTarget(lua_State* InScriptContext) LogPlayLevel:Display: UnrealBuildTool: ^ LogPlayLevel:Display: UnrealBuildTool: ../../../../Unreal Project/MeshViewer/Intermediate/Build/HTML5/MeshViewer/Inc/ScriptPlugin/Actor.script.h:57:35: error: unknown type name 'lua_State' LogPlayLevel:Display: UnrealBuildTool: int32 Actor_K2_OnBecomeViewTarget(lua_State* InScriptContext) LogPlayLevel:Display: UnrealBuildTool: ^ LogPlayLevel:Display: UnrealBuildTool: ../../../../Unreal Project/MeshViewer/Intermediate/Build/HTML5/MeshViewer/Inc/ScriptPlugin/Actor.script.h:71:30: error: unknown type name 'lua_State' LogPlayLevel:Display: UnrealBuildTool: int32 Actor_FlushNetDormancy(lua_State* InScriptContext) LogPlayLevel:Display: UnrealBuildTool: ^ LogPlayLevel:Display: UnrealBuildTool: ../../../../Unreal Project/MeshViewer/Intermediate/Build/HTML5/MeshViewer/Inc/ScriptPlugin/Actor.script.h:79:22: error: unknown type name 'lua_State' LogPlayLevel:Display: UnrealBuildTool: int32 Actor_GetOwner(lua_State* InScriptContext) LogPlayLevel:Display: UnrealBuildTool: ^ LogPlayLevel:Display: UnrealBuildTool: ../../../../Unreal Project/MeshViewer/Intermediate/Build/HTML5/MeshViewer/Inc/ScriptPlugin/Actor.script.h:94:38: error: unknown type name 'lua_State' LogPlayLevel:Display: UnrealBuildTool: int32 Actor_OnRep_ReplicatedMovement(lua_State* InScriptContext) LogPlayLevel:Display: UnrealBuildTool: ^ LogPlayLevel:Display: UnrealBuildTool: ../../../../Unreal Project/MeshViewer/Intermediate/Build/HTML5/MeshViewer/Inc/ScriptPlugin/Actor.script.h:102:30: error: unknown type name 'lua_State' LogPlayLevel:Display: UnrealBuildTool: int32 Actor_ReceiveDestroyed(lua_State* InScriptContext) LogPlayLevel:Display: UnrealBuildTool: ^ LogPlayLevel:Display: UnrealBuildTool: ../../../../Unreal Project/MeshViewer/Intermediate/Build/HTML5/MeshViewer/Inc/ScriptPlugin/Actor.script.h:110:36: error: unknown type name 'lua_State' LogPlayLevel:Display: UnrealBuildTool: int32 Actor_UserConstructionScript(lua_State* InScriptContext) LogPlayLevel:Display: UnrealBuildTool: ^ LogPlayLevel:Display: UnrealBuildTool: ../../../../Unreal Project/MeshViewer/Intermediate/Build/HTML5/MeshViewer/Inc/ScriptPlugin/Actor.script.h:118:25: error: unknown type name 'lua_State' LogPlayLevel:Display: UnrealBuildTool: int32 Actor_GetLifeSpan(lua_State* InScriptContext) LogPlayLevel:Display: UnrealBuildTool: ^ LogPlayLevel:Display: UnrealBuildTool: ../../../../Unreal Project/MeshViewer/Intermediate/Build/HTML5/MeshViewer/Inc/ScriptPlugin/Actor.script.h:133:25: error: unknown type name 'lua_State' LogPlayLevel:Display: UnrealBuildTool: int32 Actor_SetLifeSpan(lua_State* InScriptContext) LogPlayLevel:Display: UnrealBuildTool: ^ LogPlayLevel:Display: UnrealBuildTool: ../../../../Unreal Project/MeshViewer/Intermediate/Build/HTML5/MeshViewer/Inc/ScriptPlugin/Actor.script.h:147:26: error: unknown type name 'lua_State' LogPlayLevel:Display: UnrealBuildTool: int32 Actor_ReceiveInput(lua_State* InScriptContext) LogPlayLevel:Display: UnrealBuildTool: ^ LogPlayLevel:Display: UnrealBuildTool: ../../../../Unreal Project/MeshViewer/Intermediate/Build/HTML5/MeshViewer/Inc/ScriptPlugin/Actor.script.h:160:24: error: use of undeclared identifier 'FLuaVector' LogPlayLevel:Display: UnrealBuildTool: Params.VectorValue = (FLuaVector::Get(InScriptContext, 4)); LogPlayLevel:Display: UnrealBuildTool: ^ LogPlayLevel:Display: UnrealBuildTool: ../../../../Unreal Project/MeshViewer/Intermediate/Build/HTML5/MeshViewer/Inc/ScriptPlugin/Actor.script.h:169:36: error: unknown type name 'lua_State' LogPlayLevel:Display: UnrealBuildTool: int32 Actor_ReceiveActorOnReleased(lua_State* InScriptContext) LogPlayLevel:Display: UnrealBuildTool: ^ LogPlayLevel:Display: UnrealBuildTool: ../../../../Unreal Project/MeshViewer/Intermediate/Build/HTML5/MeshViewer/Inc/ScriptPlugin/Actor.script.h:177:35: error: unknown type name 'lua_State' LogPlayLevel:Display: UnrealBuildTool: int32 Actor_ReceiveActorOnClicked(lua_State* InScriptContext) LogPlayLevel:Display: UnrealBuildTool: ^ LogPlayLevel:Display: UnrealBuildTool: ../../../../Unreal Project/MeshViewer/Intermediate/Build/HTML5/MeshViewer/Inc/ScriptPlugin/Actor.script.h:185:39: error: unknown type name 'lua_State' LogPlayLevel:Display: UnrealBuildTool: int32 Actor_ReceiveActorEndCursorOver(lua_State* InScriptContext) LogPlayLevel:Display: UnrealBuildTool: ^ LogPlayLevel:Display: UnrealBuildTool: ../../../../Unreal Project/MeshViewer/Intermediate/Build/HTML5/MeshViewer/Inc/ScriptPlugin/Actor.script.h:193:41: error: unknown type name 'lua_State' LogPlayLevel:Display: UnrealBuildTool: int32 Actor_ReceiveActorBeginCursorOver(lua_State* InScriptContext) LogPlayLevel:Display: UnrealBuildTool: ^ LogPlayLevel:Display: UnrealBuildTool: ../../../../Unreal Project/MeshViewer/Intermediate/Build/HTML5/MeshViewer/Inc/ScriptPlugin/Actor.script.h:201:36: error: unknown type name 'lua_State' LogPlayLevel:Display: UnrealBuildTool: int32 Actor_ReceiveActorEndOverlap(lua_State* InScriptContext) LogPlayLevel:Display: UnrealBuildTool: ^ LogPlayLevel:Display: UnrealBuildTool: fatal error: too many errors emitted, stopping now [-ferror-limit=] LogPlayLevel:Display: UnrealBuildTool: 20 errors generated. LogPlayLevel:Display: UnrealBuildTool: ERROR root: compiler frontend failed to generate LLVM bitcode, halting LogPlayLevel:Display: UnrealBuildTool: -------- End Detailed Actions Stats ----------------------------------------------------------- LogPlayLevel:Display: UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: J:\C++\UnrealEngine-4.6.1\Engine\Plugins\ScriptPlugin\Binaries\HTML5\MeshViewer-ScriptPlugin-Static.bc LogPlayLevel:Display: UnrealBuildTool: Cumulative action seconds (8 processors): 0.00 building projects, 66.89 compiling, 0.00 creating app bundles, 0.00 generating debug info, 2.17 linking, 0.00 other LogPlayLevel:Display: UnrealBuildTool: UBT execution time: 37.02 seconds LogPlayLevel:Display: CommandUtils.Run: Run: Took 37.1591254s to run UnrealBuildTool.exe, ExitCode=2 LogPlayLevel:Display: ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:2): J:\C++\UnrealEngine-4.6.1\Engine\Binaries\DotNET\UnrealBuildTool.exe MeshViewer HTML5 Development "J:\Unreal Project\MeshViewer\MeshViewer.uproject" -noxge. See logfile for details: 'UnrealBuildTool.txt' LogPlayLevel:Display: BuildCommand.Execute: ERROR: BUILD FAILED LogPlayLevel:Display: Program.Main: ERROR: AutomationTool terminated with exception: LogPlayLevel:Display: Program.Main: ERROR: Exception in AutomationTool: Command failed (Result:2): J:\C++\UnrealEngine-4.6.1\Engine\Binaries\DotNET\UnrealBuildTool.exe MeshViewer HTML5 Development "J:\Unreal Project\MeshViewer\MeshViewer.uproject" -noxge. See logfile for details: 'UnrealBuildTool.txt' LogPlayLevel:Display: Stacktrace: ?? AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options) LogPlayLevel:Display: ?? AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName) LogPlayLevel:Display: ?? AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity) LogPlayLevel:Display: ?? AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity) LogPlayLevel:Display: ?? Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) LogPlayLevel:Display: ?? BuildCookRun.DoBuildCookRun(ProjectParams Params) LogPlayLevel:Display: ?? BuildCommand.Execute() LogPlayLevel:Display: ?? AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) LogPlayLevel:Display: ?? AutomationTool.Automation.Process(String[] CommandLine) LogPlayLevel:Display: ?? AutomationTool.Program.MainProc(Object Param) LogPlayLevel:Display: ?? AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param) LogPlayLevel:Display: ?? AutomationTool.Program.Main() LogPlayLevel:Display: Program.Main: ERROR: Command failed (Result:2): J:\C++\UnrealEngine-4.6.1\Engine\Binaries\DotNET\UnrealBuildTool.exe MeshViewer HTML5 Development "J:\Unreal Project\MeshViewer\MeshViewer.uproject" -noxge. See logfile for details: 'UnrealBuildTool.txt' LogPlayLevel:Display: ProcessManager.KillAll: Trying to kill 0 spawned processes. LogPlayLevel:Display: Program.Main: AutomationTool exiting with ExitCode=2 LogPlayLevel:Display: Domain_ProcessExit LogPlayLevel:Display: ProcessManager.KillAll: Trying to kill 0 spawned processes. LogPlayLevel:Display: copying UAT log files... LogPlayLevel:Display: RunUAT.bat ERROR: AutomationTool was unable to run successfully. LogPlayLevel:Display: BUILD FAILED PackagingResults:Error: Error Launch failed! Invalid Arguments

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asked Dec 22 '14 at 01:57 AM in Bug Reports

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damody
51 6 10 13

avatar image Adam Davis STAFF Dec 22 '14 at 06:34 PM

Hi damody,

Did this produce a crash log? If so can you post it here? These can be found in the filepath \Unreal Projects\PROJECTNAME\saved\logs. Additionally, does this occur in a blank project with no additional content?

avatar image damody Dec 25 '14 at 02:52 PM

this is my compile error log. link text

ue4.zip (20.9 kB)
avatar image Adam Davis STAFF Dec 26 '14 at 02:52 PM

Hi damody,

Have you had a look at this forum thread? Robert Manusewzki created the ScriptPlugin and gives information on how to go about getting his Lua proof of concept working.

https://forums.unrealengine.com/showthread.php?3958-Scripting-Language-extensions-via-plugins

If this does not help please let me know and I'll be more than happy to continue trying to assist.

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Hi damody,

We have not heard from you in quite some time. I am marking this thread as answered for tracking purposes, if you are still experiencing this error, please comment with the requested information.

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answered Dec 31 '14 at 04:39 PM

avatar image damody Dec 31 '14 at 08:31 PM

Hi Adam,

Yes I modify ue4 code to pass this problem and compile lua to liblua.bc for html5. but final I get runtime error in lua coroutine function. I use "mingw, win32, pthread" setting to compiled lua. I think maybe thread model in html5 has problem. Maybe we need modify lua and make lua prebuilt library.

Happy new year~

avatar image damody Dec 31 '14 at 10:59 PM

I think I find the method, it's fine. I will post the answer to he's thread.

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