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LNK2001 in class generated by the editor

I got a lot of errors with a class generated by the editor :

error LNK2019: unresolved external symbol "public: virtual void __cdecl ALandscapeProxy::ChangeLODDistanceFactor(float)" (?ChangeLODDistanceFactor@ALandscapeProxy@@UEAAXM@Z) in "public: virtual void __cdecl AAutoLandscape::ChangeLODDistanceFactor(float)" (?ChangeLODDistanceFactor@AAutoLandscape@@UEAAXM@Z)

the code :

AAutoLandscape.H :

 #pragma once
 #include "Landscape/Landscape.h"
 #include "AutoLandscape.generated.h"
 UCLASS(hidecategories = LandscapeProxy, showcategories = (Display, Movement, Collision, Lighting, LOD, Input))
 class NIGHTWINGS_API AAutoLandscape : public ALandscape


 #include "NightWings.h"
 #include "AutoLandscape.h"
 AAutoLandscape::AAutoLandscape(const class FPostConstructInitializeProperties& PCIP)
     : Super(PCIP)

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asked Jul 22 '14 at 09:14 PM in C++ Programming

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3 answers: sort voted first

I get the solution on IRC: class ALandscape should be class UNREAL_API ALandscape and UE must be recompiled. There is errors when subclassing a class without UNREAL_API .

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answered Jul 23 '14 at 04:29 PM

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Looks like linker cannot find definition of:

 public: virtual void ALandscapeProxy::ChangeLODDistanceFactor(float)

Do you have Engine module dependency defined in yourmodule.Build.cs file ? Example:

 PrivateDependencyModuleNames.AddRange(new string[] { "Engine" });


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answered Jul 23 '14 at 10:36 AM

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Report: succeeded in compiling landscape and landscapeEditor modules as two game play modules (not engine modules).
alt text
Overall steps : (4.22)
1.Create an empty project named myproject.
2.Copy over engine/source/runtime/landscape to myproject/source/MimicLand
3.Open in the VS, replace all occurences of "Landscape" to "MimicLand" case-sensitively. Replace LANDSCAPE_API and ENGINE_API properly.
fix build.cs and includes, and revert unwanted replacements of "Landscape" including occurences in "/Engine/EditorLandscapeResources...." from LandscapeEditor module and in structures or varibles that communicat with landscape shaders including "LandscapeProceduralPS.usf" and "LandscapeVertexFactory.ush"
4.Manage to compile the module. to compile LandscapeCollision.cpp as MimicLandCollision.cpp, a series of thirdparty includes should be added in the build.cs :

             new string[] {
                 "other includings......"

5.Do the same for the LandscapeEditor module. fix dependcies in the build.cs.
6. success ! ^.^ Have to say unreal engine is wonderful and in a sense very playable itself ...

Main drawbacks:
1. Editor tool icons are lost .
2. FLandscapeStaticLightingTextureMapping::ExportMapping and another method in the LandscapeLight.h defined in the StaticLightingExport.cpp of UnrealEd module, so in the end I think you still need to compile the entire engine ......

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answered Jun 17 '19 at 05:02 PM

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