Error '-canskiplink' can't find target rules

Hi all,
I get error while compiling my project(introduction c++).
When I want to build solution in VS 2013 Community I get 23 errors like: ‘::’ must be a class or a namespace name
in AMyActor::AMyActor(){//...}
I’m new to Unreal but not new in C++/C(before Unreal I was(and I’m) programming AVR).
The error from Unreal:

Info ERROR: Couldn't find target rules file for target '-canskiplink' in rules assembly '-canskiplink_EditorRecompileModuleRules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
Info Location: C:\Users\admin\Documents\Unreal Projects\Test\Intermediate\Build\BuildRules\-canskiplink_EditorRecompileModuleRules.dll
Info Target rules found:
Info     UE4Editor - C:\Program Files\Epic Games\4.8\Engine\Source\UE4Editor.Target.cs
Info     UE4Game - C:\Program Files\Epic Games\4.8\Engine\Source\UE4Game.Target.cs
Info     Test - C:\Users\admin\Documents\Unreal Projects\Test\Source\Test.Target.cs
Info     TestEditor - C:\Users\admin\Documents\Unreal Projects\Test\Source\TestEditor.Target.cs
Info 

Please help,
Olaw

Hey Olaw77-

It sounds like you’re using a constructor with custom parameters which UE4 does not support. Could you post the AMyActor constructor as well as the errors that you’re getting when compiling in VS?

Cheers

Hi,
thank you for your answer. In addition to your quesions here is constructor of class AMyActor:
AMyActor.cpp:

AMyActor::AMyActor()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	Total = 77;
	DamageTimeInSeconds = 1.f;
}

AMyAtor.h:
#pragma once
#include "GameFramework/Actor.h"
#include "AMyAtor.generated.h"
UCLASS()
class TEST_API AMyActor : public AActor
{
	GENERATED_BODY()
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "DMG")
		unsigned int Total;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "DMG")
		float DamageTimeInSeconds;
	UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Transient, Category = "DMG")
		float DamagePerSecond;

public:	
	// Sets default values for this actor's properties
	AMyActor();

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
	void Calculate();
	void PostInitProperties();
	void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
	// Called every frame
	virtual void Tick( float DeltaSeconds ) override;

	
	
};

Regards,
Olaw

Hey Olaw77-

The “int” data type is not supported by the engine so if you’re using Total inside the editor such as in a blueprint, then this could be causing problems. Instead you would want to use int32. If you are still having problems after this change could you also post the errors from VS?

Cheers

Hi,
thank you for your respond - it solved problems in 100%

Redgards,
Olaw77