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Unknown slate epic seven reddit11/21/2023 ![]() ![]() 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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