12/13/2023 0 Comments Unknown slate epic seven reddit![]() ![]() This enables some ifdef hacks to make this work. * Unreal Header Tool requires extra data stored in the structure of a few core files. * Whether we are compiling a PGO instrumented build. * Whether we are compiling with Slate accessibility and automation support ![]() #error UBT should always define WITH_PLUGIN_SUPPORT to be 0 or 1 #define WITH_PLUGIN_SUPPORT 0 // for auto-complete * Whether we are compiling with plugin support must be defined by UBT #error UBT should always define WITH_UNREAL_DEVELOPER_TOOLS to be 0 or 1 #define WITH_UNREAL_DEVELOPER_TOOLS 0 // for auto-complete * Whether we are compiling with developer tools must be defined by UBT #error UBT should always define WITH_ENGINE to be 0 or 1 #define WITH_ENGINEĐ // for auto-complete * Whether we are compiling with the engine must be defined by UBT #error UBT should always define WITH_EDITOR to be 0 or 1 #define WITH_EDITORĐ // for auto-complete * Whether we are compiling with the editor must be defined by UBT Mandatory bridge options coming from UBT, do not modify directly! ![]() Legacy defined we want to make sure don't compile if they came in a merge. #error Exactly one of should be defined to be 1 #if UE_BUILD_DEBUG + UE_BUILD_DEVELOPMENT + UE_BUILD_TEST + UE_BUILD_SHIPPING != 1 Ensure that we have one, and only one build config coming from UBT * Whether compiling for dedicated server or not. Set any configuration not defined by UBT to zero *-īuild configuration coming from UBT, do not modify \Unreal Engine\UE_4.26\Engine\Source\Runtime\Core\Public\Misc\Build.h // Copyright Epic Games, Inc. Never used a bool, instead I use the macros defined in: That’s a problem I may ask about in another topic, but first I want to make sure I understand how the debug mode is working. I got it working but I got weird results when using std::string returned from the lib. My end goal is to use an external library (OpenCV) in debug mode. Something that is confusing to me is that I can debug the engine and use breakpoints even if the target configuration is not UnrealTargetConfiguration.Debug. When is UnrealTargetConfiguration.Debug actually used? No matter which solution configuration I choose in my Editor (see the screenshot bellow), isDebug will never be true. Var useDebugCRT = Target.bDebugBuildsActuallyUseDebugCRT Var isDebug = Target.Configuration = UnrealTargetConfiguration.Debug Public SomeModule (ReadOnlyTargetRules Target) : base(Target) Hi, here is the code snippet related to my question, it is used to build a module: using System ![]()
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