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New Project Won't Compile

Recently I reinstall the oldest version of UE4 4.16 after installing the Xcode and Command Line from the Internet, but it occurs a new error... Opening the blueprint project is okay but when I turn to C++ project, it happens this.

*The project could not be compiled. Would you like to open it in Xcode? Running Mono...

Setting up Mono

/Users/Shared/Epic Games/UE_4.16/Engine /Users/Shared/Epic Games/UE_4.16/Engine/Binaries/Mac @progress push 5%

Parsing headers for MyProject1Editor

Running UnrealHeaderTool "/Users/allan/Documents/Unreal Projects/MyProject1/MyProject1.uproject" "/Users/allan/Documents/Unreal Projects/MyProject1/Intermediate/Build/Mac/MyProject1Editor/Development/MyProject1Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed

Reflection code generated for MyProject1Editor in 25.7176717 seconds

@progress pop

Performing 8 actions (4 in parallel)

[1/8] Compile SharedPCH.Engine.h

In file included from /Users/Shared/Epic

Games/UE_4.16/Engine/Intermediate/Build/Mac/UE4Editor/Development/Engine/SharedPCH.Engine.h:132:

In file included from /Users/Shared/Epic Games/UE_4.16/Engine/Source/Runtime/Engine/Public/EngineSharedPCH.h:7:

In file included from Runtime/Core/Public/CoreTypes.h:10: Runtime/Core/Public/HAL/Platform.h:749:56: error: use of logical '||' with constant operand [-Werror,-Wconstant-logical-operand]

     static_assert((TAreTypesEqual<TCHAR, ANSICHAR>::Value || TAreTypesEqual<TCHAR, WIDECHAR>::Value), "TCHAR should either be ANSICHAR or WIDECHAR.");
                                                           ^  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Runtime/Core/Public/HAL/Platform.h:749:56: note: use '|' for a bitwise operation static_assert((TAreTypesEqual ::Value || TAreTypesEqual ::Value), "TCHAR should either be ANSICHAR or WIDECHAR."); ^~ | In file included from /Users/Shared/Epic Games/UE_4.16/Engine/Intermediate/Build/Mac/UE4Editor/Development/Engine/SharedPCH.Engine.h:132:

In file included from /Users/Shared/Epic Games/UE_4.16/Engine/Source/Runtime/Engine/Public/EngineSharedPCH.h:303:

Runtime/CoreUObject/Public/UObject/UnrealType.h:3277:37: error: lambda capture 'LocalMapLayoutForCapture' is not used [-Werror,-Wunused-lambda-capture] [LocalKeyPropForCapture, KeyPtr, LocalMapLayoutForCapture](void* NewElementKey) ~~^~~~~~~~~~~~~~~~~~~~~~~~

Runtime/CoreUObject/Public/UObject/UnrealType.h:3290:41: error: lambda capture 'LocalMapLayoutForCapture' is not used [-Werror,-Wunused-lambda-capture] [LocalValuePropForCapture, ValuePtr, LocalMapLayoutForCapture](void* NewElementValue) ~~^~~~~~~~~~~~~~~~~~~~~~~~

Runtime/CoreUObject/Public/UObject/UnrealType.h:3786:47: error: lambda capture 'LocalSetLayoutForCapture' is not used [-Werror,-Wunused-lambda-capture] [LocalElementPropForCapture, ElementToAdd, LocalSetLayoutForCapture](void* NewElement) ~~^~~~~~~~~~~~~~~~~~~~~~~~ 4 errors generated. ERROR: UBT ERROR: Failed to produce item: /Users/allan/Documents/Unreal Projects/MyProject1/Binaries/Mac/UE4Editor-MyProject1.dylib Total build time: 78.78 seconds (Local executor: 0.00 seconds)*

The errors are keeping occurs every time...

Product Version: UE 4.16
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asked May 16 '19 at 05:11 PM in Using UE4

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