x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Failed to include header from private engine path

Hi,

I am trying to write a module to add some post process shader code into Unreal's FPostProcessing::Process function. However, when I include the "Runtime/Renderer/Private/PostProcess/PostProcessing.h" header, I get the following error:

 e:\UE_4.19_Q_BUILD\Engine\Source\Runtime/Renderer/Private/PostProcess/PostProcessing.h(12): fatal error C1083: Cannot open include file: 'PostProcess/RenderingCompositionGraph.h': No such file or directory

I believe the error comes from the PostProcessing header itself, since it fails to include the other header which is in the same folder.

I have set up my Module includes as following:

 PublicIncludePaths.AddRange(
     new string[] {
         "PostProcessEffects/Public",
         "Runtime/Renderer/Public",
         "Runtime/Renderer/Public/CompositionLighting",
         "Runtime/Renderer/Public/PostProcess",
     }
     );
                 
         
 PrivateIncludePaths.AddRange(
     new string[] {
         "PostProcessEffects/Private",
         "Runtime/Renderer/Private",
         "Runtime/Renderer/Private/CompositionLighting",
         "Runtime/Renderer/Private/PostProcess",
     }
     );

Is there anything I have missed?

Thanks

Product Version: UE 4.19
Tags:
more ▼

asked Jun 19 '18 at 08:34 AM in C++ Programming

avatar image

Romenski
21 1 2 6

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

Nevermind, I answered my own question

Appearantly setting my includes like following fixed my problem:

 PublicIncludePaths.AddRange(
     new string[] {
         "PostProcessEffects/Public",
         "Runtime/Renderer/Public",
         "Runtime/Renderer/Private",
     }
     );
                 
         
 PrivateIncludePaths.AddRange(
     new string[] {
         "PostProcessEffects/Private",
     }
     );

I am unsure what the difference is between PublicIncludePaths and PrivateIncludePaths

more ▼

answered Jun 19 '18 at 08:40 AM

avatar image

Romenski
21 1 2 6

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

In 4.22, Setting includes like this way in xx.build.cs:

     PublicIncludePaths.Add(Path.Combine(EngineDirectory, "Source/Runtime/Renderer/Private"));
 
more ▼

answered Jun 13 '19 at 12:39 PM

avatar image

Young2Unreal
6 2

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question