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GUBPFormalBuild ERROR

Hello,

I am having troubles upgrading my project to 4.14 from 4.13.

I am getting this error:

Running F:/4.14/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -progress Messages while compiling F:\4.14\Spartan\Intermediate\Build\BuildRules\SpartanModuleRules.dll: f:\4.14\Spartan\Source\Spartan.Target.cs(72,26) : error CS0246: The type or namespace name 'GUBPFormalBuild' could not be found (are you missing a using directive or an assembly reference?) UnrealBuildTool Exception: ERROR: UnrealBuildTool encountered an error while compiling source files

If i go to my Target.cs and delete this:

     public override List<UnrealTargetPlatform> GUBP_GetPlatforms_MonolithicOnly(UnrealTargetPlatform HostPlatform)
     {
         List<UnrealTargetPlatform> Platforms = null;
 
         switch (HostPlatform)
         {
             case UnrealTargetPlatform.Mac:
                 Platforms = new List<UnrealTargetPlatform> { HostPlatform };
                 break;
 
             case UnrealTargetPlatform.Win64:
                 Platforms = new List<UnrealTargetPlatform> { HostPlatform, UnrealTargetPlatform.Win32, UnrealTargetPlatform.XboxOne, UnrealTargetPlatform.PS4 };
                 break;
 
             default:
                 Platforms = new List<UnrealTargetPlatform>();
                 break;
         }
 
         return Platforms;
     }
 
     public override List<UnrealTargetConfiguration> GUBP_GetConfigs_MonolithicOnly(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform Platform)
     {
         return new List<UnrealTargetConfiguration> { UnrealTargetConfiguration.Development };
     }
     public override List<GUBPFormalBuild> GUBP_GetConfigsForFormalBuilds_MonolithicOnly(UnrealTargetPlatform HostPlatform)
     {
         if (HostPlatform == UnrealTargetPlatform.Win64)
         {
             return new List<GUBPFormalBuild>
             {
                 new GUBPFormalBuild(UnrealTargetPlatform.Linux, UnrealTargetConfiguration.Development),
                 new GUBPFormalBuild(UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development),
                 new GUBPFormalBuild(UnrealTargetPlatform.XboxOne, UnrealTargetConfiguration.Development),
                 new GUBPFormalBuild(UnrealTargetPlatform.PS4, UnrealTargetConfiguration.Development),
             };
         }
         else
         {
             return new List<GUBPFormalBuild>
             {
                 new GUBPFormalBuild(UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Development),
             };
         }
     }
 }



it goes through but then i have (i assume because of this ) warnings all over my log.(https://forums.unrealengine.com/showthread.php?129505-You-re-exporting-a-UBlueprint-(-XXXX-)-editor-object-with-your-cook).

I have asked for help here a few days ago but the answer i got could not solve it. I get the warnings even for almost empty BP's so i know it has nothing to do with DEPRECATED stuff.

I am starting to speculate that the fact that you moved to the new Build Graph, is causing all this mayhem. I have read the answer here:https://answers.unrealengine.com/questions/524911/cant-open-project-after-update-to-414.html but it is nothing more than a generic exhortation to download the new and fixed version of the demo.

I obviously cannot do that since it is my game, that i have in development since 4.1.

Are there any specific instructions on what i have to do, in order to bring my project up to speed with the new method? I have no clue what that new method is, and where to point/modify my Target.cs in order to cure this.

Thank you.

Product Version: UE 4.14
Tags:
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asked Nov 24 '16 at 01:36 AM in Bug Reports

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Roccinio
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2 answers: sort voted first

Hello Tim,

I think that all of them are related, because I managed to fix it by taking a big risk, that fortunately paid off.

I created a vanilla 4.14 paper2d project and merged my assets to that one. After a lot of trouble of making it work again (collision channels, input, gamemodes, .ini's for the consoles, merging that project to my source control .etc) it loads up and compiles with zero warnings, meaning that I had nothing wrong with my code or assets. You guys just forgot/broke something to make that transition to the new system, trouble free.

I might have been lucky and fixed this, but in any case you should investigate why this happened in the first place. It could potentially destroy someone's project.

Cheers

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answered Nov 29 '16 at 10:44 PM

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Roccinio
571 51 56 77

avatar image Tim C ♦♦ STAFF Dec 30 '16 at 07:59 PM

Hi Roccinio,

Just a quick update here. I have done some testing with upgrading a 4.13 code project to 4.14 that has several Blueprints that reference other Blueprints in different ways, and when I package the upgraded project I do not see any warnings about editor objects being exported during the cook process. There are likely some methods of setting up, instancing, and/or referencing a Blueprint that I am not taking into consideration, but so far I have not determined a specific setup in 4.13 that triggers the warnings in 4.14.

Tim

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Hi Roccinio,

The build error that you mentioned referencing GUBPFormalBuild is simply stating that that class can no longer be found since it was removed in 4.14. Projects in recent versions of the Engine actually have not included the code snippet that you mentioned having to remove in order to successfully build your project.

The build error is, unfortunately, unrelated to the Blueprint warning messages that you mentioned receiving. The only thing that I can see that ties them together is that they both started to appear in 4.14. I am going to see if I can get together with someone to see if we can determine a situation that results in these warnings so we can give you a better idea of what to look for to clear them up.

The new Build Graph that is replacing the GUBP tools is intended to provide more flexibility and customization options when building a project or the Engine itself. I have not yet had an opportunity to work with the new Build Graph, but I can certainly look into it if you have additional questions about it.

Tim

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answered Nov 29 '16 at 10:22 PM

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