Replies: 2 comments
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also had errors once i put the ALSXT plugin in and tried to build solution: C2665 'UGameplayStatics::SpawnSoundAttached': no overloaded function could convert all the argument types Prototype C:\Games\ProjectsUE5\Prototype\Plugins\ALSXT\Source\ALSXT\Private\Components\Character\ALSXTCharacterSoundComponent.cpp 1575 MSB3073 The command ""C:\Program Files\Epic Games\UE_5.3\Engine\Build\BatchFiles\Rebuild.bat" PrototypeEditor Win64 Development -Project="C:\Games\ProjectsUE5\Prototype\Prototype.uproject" -WaitMutex -FromMsBuild" exited with code -1. Prototype C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets 50 worked fine with just ALSRefactored installed or with a base project. |
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Everything should be working now in 5.3.2 |
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I tried to build up totaly new empty project. Adding ALS-Refectored => Rebuild => Package => easy without failure.
Adding ALSXT - Build works - packaging fails.
Engine Version i use 5.2.1 - can somebody confirm?
Error:
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: begin: stack for UAT
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: === Handled ensure: ===
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error:
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: Ensure condition failed: !AttachmentRules.bWeldSimulatedBodies [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp] [Line: 1923]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: AttachToComponent when called from a constructor cannot weld simulated bodies. Consider calling SetupAttachment directly instead.
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: Stack:
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffb7b48193e UnrealEditor-Engine.dll!USceneComponent::AttachToComponent() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp:1923]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffb1e30fc6e UnrealEditor-ALSXT.dll!AALSXTCharacter::AALSXTCharacter() [H:_UE_Projects\RedWalled\Plugins\ALSXT\Source\ALSXT\Private\ALSXTCharacter.cpp:41]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffbc726e96a UnrealEditor-CoreUObject.dll!UClass::CreateDefaultObject() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:4155]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffbc7288fb3 UnrealEditor-CoreUObject.dll!UClass::InternalCreateDefaultObjectWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:4759]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffbc7590eee UnrealEditor-CoreUObject.dll!UObjectLoadAllCompiledInDefaultProperties() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp:834]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffbc7572c41 UnrealEditor-CoreUObject.dll!ProcessNewlyLoadedUObjects() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp:922]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffbc741edf5 UnrealEditor-CoreUObject.dll!TBaseStaticDelegateInstance<void __cdecl(FName,bool),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:658]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffbbf9d7caa UnrealEditor-Core.dll!TMulticastDelegate<void __cdecl(FName,bool),FDefaultDelegateUserPolicy>::Broadcast() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:988]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffbbf9ff081 UnrealEditor-Core.dll!FModuleManager::LoadModuleWithFailureReason() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp:624]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffbcb62fad4 UnrealEditor-Projects.dll!FModuleDescriptor::LoadModulesForPhase() [D:\build++UE5\Sync\Engine\Source\Runtime\Projects\Private\ModuleDescriptor.cpp:696]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffbcb6463e4 UnrealEditor-Projects.dll!FPluginManager::TryLoadModulesForPlugin() [D:\build++UE5\Sync\Engine\Source\Runtime\Projects\Private\PluginManager.cpp:2205]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffbcb62f82f UnrealEditor-Projects.dll!FPluginManager::LoadModulesForEnabledPlugins() [D:\build++UE5\Sync\Engine\Source\Runtime\Projects\Private\PluginManager.cpp:2278]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ff7bfca8da3 UnrealEditor-Cmd.exe!FEngineLoop::LoadStartupModules() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4636]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ff7bfcac2c5 UnrealEditor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3934]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ff7bfca454b UnrealEditor-Cmd.exe!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:140]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ff7bfca482a UnrealEditor-Cmd.exe!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ff7bfca74f0 UnrealEditor-Cmd.exe!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ff7bfcba4c4 UnrealEditor-Cmd.exe!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:284]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ff7bfcbcb76 UnrealEditor-Cmd.exe!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffbe9ec26ad KERNEL32.DLL!UnknownFunction []
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffbeb8aaa68 ntdll.dll!UnknownFunction []
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: end: stack for UAT
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: Ensure condition failed: AttachmentRules.LocationRule == EAttachmentRule::KeepRelative && AttachmentRules.RotationRule == EAttachmentRule::KeepRelative && AttachmentRules.ScaleRule == EAttachmentRule::KeepRelative [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp] [Line: 1924]
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: AttachToComponent when called from a constructor is only setting up attachment and will always be treated as KeepRelative. Consider calling SetupAttachment directly instead.
UATHelper: Packaging (Windows): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffb7b481970 UnrealEditor-Engine.dll!USceneComponent::AttachToComponent() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp:1924]
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