Packaging 4.15 plugin from source fails 'Remote compiling requires a server name'
I am attempting to upgrade and package a plugin from UE4 source.
I have fixed the headers to the new requirements but I am rebuffed once more.
This is what is deposited into the output log:
Like many other failed builds it does 'leave an aborted non-working plugin' in the intended folder.
Things I have tried:
Things I plan on trying:
I would really appreciate help here.
I am uncertain what caused this problem. I assume it is defaulting the platforms that packages are built upon.
I solved (monstrously hacked apart parts of UnrealBuildTool) the current issue by going into BuildPluginCommand.Automation.cs and adding a couple easy lines around line 90.
What this does is it manually removes IOS and TVOS which were requiring the xcode remote building requirements. I also
Additionally, I went into UEBuildTarget.cs at line 478 and made some minor modifications (mostly overwriting the request for Mac target platform). I don't believe this has any impact on my problem being as the Output Log was stating that the target platforms were IOS, TVOS, Html5, Win64 and Win32. Including just to cover all my bases.
Note: My plugin isn't fully upgraded, but it is hitting a fresh basket of errors which are related to the plugin rather than obscure unrelated build problems for a platform the plugin isn't targeting.
answered Mar 08 '17 at 02:48 AM
Since the whitelist nor blacklist didn't work for me, here is what did.
I opened up CMD and used CD to get the path to where the exe runuat is. For me it was D:\UE_4.19\Engine\Build\BatchFiles. Once there you can type the following noting that the targetplatforms can be whatever target platforms you want to build to, in my case just Windows.
answered Jun 22 '18 at 02:27 AM
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