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4.18 Linux build errors with: clang10, bp nativization

I'm building a dedicated server for Linux (CentOS) on my Windows machine using source UE 4.18 and this batch file:

 call c:\Unreal\UnrealEngine-release-4.18\Engine\Build\BatchFiles\RunUAT.bat ^
     BuildCookRun -project="c:\GameArtists\Unreal\D1M1Arena\Unreal\D1M1Arena.uproject" ^
     -nop4 -build -cook -compressed -stage ^
     -noclient -server -serverplatform=Linux -serverconfig=Shipping ^
     -pak -archive -archivedirectory="c:\GameArtists\Unreal\D1M1Arena\Unreal\Build " ^

if I try to build using v10_clang-5.0.0-centos7 I get error: specified path differs in case from file name on disk

alt text

I checked, I have these files on disk with the same exact case. For example, this is a file path from disk, like it is: c:\Unreal\UnrealEngine-release-4.18\Engine\Source\Runtime\CoreUObject\Public\CoreUObjectSharedPCH.h

if I use v9_clang-4.0.0-centos7 and blueprint nativization setting in DefaultGame.ini - it fails with one of the blueprints failing with fatal error: UTF-16 (LE) byte order mark detected (see file) alt text

There are no errors if I use toolchain v9_clang-4.0.0-centos7 and blueprint nativization is disabled. Also, there are no errors in 4.17 and BP nativization enabled.

Product Version: UE 4.18
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asked Oct 25 '17 at 01:09 AM in Bug Reports

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2 answers: sort voted first

Hi there,

Cross-referencing with the notes at https://answers.unrealengine.com/questions/720847/utf-16-error.html

Thanks! -phil.

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answered Nov 02 '17 at 03:59 PM

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avatar image Flash7 Nov 02 '17 at 04:01 PM

Are you talking about: Get\xd0\xa2\xd0\xb5\xd1\x85\xd1\x82_Attributes ?

avatar image sks-xovangam Nov 02 '17 at 04:05 PM

This is the line that's causing the encoding to switch to UTF-16:

UFunction* ReturnFunction = static_cast(StaticFindObjectFast( UFunction::StaticClass(), Outer, TEXT("GetТехт_Attributes") ));

It appears that may have been overlooked and we're not translating that occurrence to the other form.

avatar image Flash7 Nov 02 '17 at 04:29 PM

Indeed, I opened in the hex editor - The word Text has weird characters. I wander how did that happen... Will test soon, to confirm if that fixed that issue.

avatar image sks-xovangam Nov 02 '17 at 04:31 PM

Cool, yeah if that wasn't intentional I'd check your Blueprint asset in the editor and correct the function name there, then rebuild the cooked target with Blueprint nativization enabled. That should do the trick.

avatar image Flash7 Nov 03 '17 at 07:15 PM

Cool, that actually helped with nativization, any ideas about v10_clang-5.0.0-centos7 ?

avatar image sks-xovangam Nov 04 '17 at 12:02 AM

I don't unfortunately, that's not really my area. =(

I've entered a new issue for you on that one, it should eventually become available here.

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For some reason the disk drive is spelled with a small "c" letter, which causes a case-sensitivity warning. Arguably in this case it should not apply (hard to imagine a path with "C:\" in it being portable), but that unfortunately would need fixing in clang. You can remove -Wnonportable-include-path from LinuxToolChain.cs, although I would try to first fix the reason for lowercase "c".

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answered May 15 '18 at 02:27 PM

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avatar image Flash7 May 16 '18 at 03:12 AM

According to Windows, my drive is not "C", it is "c", so path is actually correct. RCL, it does not look like "-Wnonportable-include-path" is in LinuxToolChain.cs: \Engine\Source\Programs\UnrealBuildTool\Platform\Linux\LinuxToolChain.cs

avatar image RCL STAFF May 16 '18 at 03:26 PM

Ah yes, the warning is enabled by -Wall perhaps, so you rather need to add Result += " -Wno-nonportable-include-path"; somewhere.

As for the drive name being lowercase - I wonder how it happened. The UBT is perhaps assuming that the drive letters are always uppercase and is not prepared to handle a situation like this.

avatar image LiorML Jan 28 '19 at 08:08 PM

This response helped me fix the same issue. Make sure you pass the upper case drive letter in all RunUAT command line arguments (and that the rest of the path match in case)

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