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Build Failure on Switch

In file included from X:\rad\4.19\Engine\Plugins\Runtime\ProceduralMeshComponent\Intermediate\Build\Switch\UE4\Development\ProceduralMeshComponent\Module.ProceduralMeshComponent.cpp:2: In file included from X:\rad\4.19\Engine\Plugins\Runtime\ProceduralMeshComponent\Source\ProceduralMeshComponent\Private\KismetProceduralMeshLibrary.cpp:3: In file included from ../Plugins/Runtime/ProceduralMeshComponent/Source/ProceduralMeshComponent/Public\KismetProceduralMeshLibrary.h:5: In file included from Runtime/Core/Public\CoreMinimal.h:71: In file included from Runtime/Core/Public/Containers/UnrealString.h:17: Runtime/Core/Public\Containers/Array.h(304,3): error : use of undeclared identifier 'UE_DEBUG_BREAK' check(Ptr != nullptr || Count == 0); ^ Runtime/Core/Public\Misc/AssertionMacros.h(116,122): note: expanded from macro 'check' #define check(expr) { if(UNLIKELY(!(expr))) { FDebug::LogAssertFailedMessage( #expr, FILE, LINE, TEXT("") ); DebugBreakAndPromptForRemote(); FDebug::AssertFailed( #expr, FILE, LINE_ ); CA_ASSUME(false); } } ^ Runtime/Core/Public\Misc/AssertionMacros.h(109,95): note: expanded from macro '_DebugBreakAndPromptForRemote' if (!FPlatformMisc::IsDebuggerPresent()) { FPlatformMisc::PromptForRemoteDebugging(false); } UE_DEBUG_BREAK(); ^

Product Version: UE 4.19 Preview
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asked Feb 15 '18 at 08:41 PM in C++ Programming

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avatar image Zelex Feb 15 '18 at 08:50 PM

PS4 builds have the same issue. PC builds work fine.

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