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Failed to build UnrealLightMass.exe on Promoted Branch

Failed to Build due to

Full log attached

 Module.UnrealLightmass.2_of_3.cpp
 1>d:\3d\engines\unrealengine\engine\source\programs\unreallightmass\private\lightmasscore\math\LMMathSSE.h(595): error C3861: '_mm_cvtpu8_ps': identifier not found
 1>  Module.UnrealLightmass.3_of_3.cpp
 1>d:\3d\engines\unrealengine\engine\source\programs\unreallightmass\private\lightmasscore\math\LMMathSSE.h(595): error C3861: '_mm_cvtpu8_ps': identifier not found
 1>  Module.UnrealLightmass.1_of_3.cpp
 1>d:\3d\engines\unrealengine\engine\source\programs\unreallightmass\private\lightmasscore\math\LMMathSSE.h(595): error C3861: '_mm_cvtpu8_ps': identifier not found

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asked Mar 21 '16 at 03:08 PM in Installation & Setup

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pyropace
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4 answers: sort voted first

Hello,

I have been able to reproduce this compiler error, and have entered a bug report (UE-29050). Thank you for your report. I will provide updates on this issue as they become available.

Have a great day

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answered Apr 04 '16 at 06:38 PM

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Sean L ♦♦ STAFF
43.6k 485 152 441

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If anyone needs a quick temp fix for this issue, open LMMathSSE.h in UnrealLightmass/Private/LightmassCore/Math and replace line 586 with:
VectorRegister Temp = _mm_cvtepi32_ps(_mm_unpacklo_epi16(_mm_unpacklo_epi8(_mm_cvtsi32_si128((int32)Ptr), _mm_setzero_si128()), _mm_setzero_si128()));

This is taken from the Core libraries version of that same function.

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answered Apr 03 '16 at 11:31 PM

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VICOGameStudio
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avatar image pyropace Apr 04 '16 at 02:13 AM

@VICOGameStudio That didnt work for me, did it work for you ?

@Dough

Based on Visual studio update 2 release notes, /bigobj is now supported ...

https://www.visualstudio.com/en-us/news/vs2015-update2-vs.aspx#Cdoubleplus

look under Clang/C2 Platform Toolset

so we can maybe enable it ?

 if (!WindowsPlatform.bCompileWithClang)
                 {
                     // Allow large object files to avoid hitting the 2^16 section limit when running with -StressTestUnity.
                     Arguments.Append(" /bigobj");
 
                     // Relaxes floating point precision semantics to allow more optimization.
                     Arguments.Append(" /fp:fast");
                 }
avatar image VICOGameStudio Apr 04 '16 at 02:30 AM

@pyropace Yep, wouldn't have posted it otherwise... Did you explicitly build UnrealLightmass project? Had to do that manually.

avatar image pyropace Apr 04 '16 at 02:34 AM

@VICOGameStudio I am getting this error

 Severity    Code    Description    Project    File    Line    Suppression State
 Error    C4302    'type cast': truncation from 'void *' to 'int32'    UnrealLightmass    d:\3d\engines\unrealengine\unrealengine\engine\source\programs\unreallightmass\private\lightmasscore\math\LMMathSSE.h    595    
 
avatar image VICOGameStudio Apr 04 '16 at 02:45 AM

@pyropace Oh! Stupid input box removed the '*'s... See attached image.

alt text

avatar image pyropace Apr 04 '16 at 02:50 AM

@VICOGameStudio beautiful . thanks!

This bug is really bugging me ( not pun intended ;) )

avatar image Koniferus Apr 04 '16 at 10:25 AM

Thank you for this! This has absolutely been destroying me today and this fixed it. One question though, what does the change do? Will I need to revert this later for any reason?

avatar image VICOGameStudio Apr 04 '16 at 02:20 PM

Simply takes the long route to do the same thing as _mm_cvtpu8_ps. Ideally, yes you would revert it once Epic fixes the bug since the single intrinsic call is a bit faster.

avatar image MADHOUSE Apr 04 '16 at 11:34 AM

Thanks, this fix works for now!

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@MADHOUSE @VICOGameStudio

The issue has been fixed on 4.11 you can download it from github. not yet on master tou.

Interesting fix. they just removed the function :P

https://github.com/EpicGames/UnrealEngine/commit/9891e3637bf6598179a123e3e643a0ea376d17b1

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answered Apr 06 '16 at 07:34 PM

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pyropace
129 10 12 15

avatar image MADHOUSE Apr 06 '16 at 10:59 PM

Ah, I guess thats one way of fixing it! Thanks for the heads up. :)

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Hey pyropace-

I was able to successfully build the engine from the GitHub Promoted branch. It is possible that a file was corrupted before going into the build or during the download process without this issue. If you redownload the promoted branch you should be able to build the engine.

Cheers

Doug Wilson

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answered Mar 22 '16 at 05:43 PM

avatar image pyropace Mar 27 '16 at 09:41 PM

Hi @doug-wilson

I noticed mm_cvtpu8_ps(_m64 _A) is not available in

d:\Program Files\Visual Studio 2015\VC\include\xmmintrin.h ( which is used by lightmass )

Because _M_IX86 is not defined. After searching around a bit. i came across this link

https://msdn.microsoft.com/en-us/library/b0084kay.aspx

if you search for "_M_IX86" you will notice "
Defined for compilations that target x86 processors. This is not defined for x64 processors." which explains why _mm_cvtpu8_ps is not available when i do a build since i am building on a x64 processor.

is there something i am missing here?

Thanks Amir

avatar image pyropace Mar 27 '16 at 09:55 PM

if i generate vs 2013 project files instead of 2015. i can build no problem

avatar image ziga.osolin Apr 02 '16 at 12:21 PM

I am also having the same issue when compiling with VS2015 update 2. Is there any simple work around this issue? (this happens in 4.11, in release branch!)

avatar image Doug E ♦♦ STAFF Apr 02 '16 at 03:09 PM

Hey osolin-

Are you referring to the engine failing to build or a project being used in that version of the engine? Can you let me know if pyropace's solution of generating VS2013 project files instead of 2015 solves the issue for you? Can you also provide any log files from the failed build attempt?

avatar image pyropace Apr 02 '16 at 05:13 PM

Hey @Doug,

I did some more investigation into this. after updating to vs update 2 for some reason, when you generate 2015 projects, the light mass project , generates 32 bit code instead of 64 bit code , that results in _M_IX86 marco being undefined, which results in these errors , it has nothing to do with the actual build machine processor. it is a project setting. here is a stack overflow topic to better explain the issue.

http://stackoverflow.com/questions/12109978/is-it-possible-for-m-x64-to-be-unset-on-a-x64-processor

to produce this issue locally on your machine. update your visual studio 2015 to update 2 , then open UE solution from any branches, i tried, master, promoted, released 4.11. this happens on all. i believe it is just s configuration issue .

avatar image VICOGameStudio Apr 02 '16 at 06:15 PM

I can also confirm this.

Is there any quick fix for this?

avatar image pyropace Apr 03 '16 at 04:43 AM

@Dough, To answer your earlier question, this happens on engine builds and the projects that are generated by the engine

avatar image MADHOUSE Apr 03 '16 at 11:22 PM

Having same problems trying to build 4.11 release using Visual Studio update 2, generates the above errors, preventing lightmass from compiling.

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