I’m trying to launch the game to test on my phone but I keep running into the same error:
UPDATE:
The error is this:
LogPlayLevel: UnrealBuildTool: In file included from C:/Users/Hamza/Documents/Unreal Projects/Diagonals/Intermediate/Build/Android/Diagonals/Inc/Diagonals/Diagonals.generated.cpp:9:
LogPlayLevel: UnrealBuildTool: In file included from ../../../../../Users/Hamza/Documents/Unreal Projects/Diagonals/Intermediate/Build/Android/Diagonals/Inc/Diagonals/Diagonals.generated.dep.h:18:
LogPlayLevel: UnrealBuildTool: C:\Users\Hamza\Documents\Unreal Projects\Diagonals\Source\Diagonals\Block.h(12,1) : error: unknown escape sequence '\B' [-Werror]
Additionally, I tried building the project in Visual Studio with the configuration set as ‘Development’ and ‘Android’ and I got the following error:
Error 1 error : unknown escape sequence '\B' [-Werror] C:\Users\Hamza\Documents\Unreal Projects\Diagonals\Source\Diagonals\Ball.h 11 1 Diagonals
Which is the same error, the line that is causing it is the GENERATED_BODY() for all my files
There’s likely an error earlier in the log, usually that’s a compile error when it fails to produce the .so (that’s the executable file).
Josh
Ok I updated the main post
For the error posted, I’m not sure what line it is referring to. If it’s referring to line 12 then my Generated Body() macro is there. I can’t find anywhere, where I have a ‘/B’ escape sequence in my code.
I have also found that it launches fine if I launch it on Windows, the error only happens when launching to android.
Alright so I have managed to fix it, apparantly Native _Implementation was causing the error. Now we have to declare events like this inside of header files:
UFUNCTION(BlueprintNativeEvent, Category = "Collision")
void Prox(AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult);
bool Prox_Validate(AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult);
void Prox_Implementation(AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult);