Comments (14)
You didn't read what I wrote :)
Please pull the tag that matches your Engine version.
from textasset.
Hooray, thanks for looking into it!
from textasset.
Make sure you pull the commit tagged with "4.15". The Master revision only works with upcoming 4.16 code.
from textasset.
Sure. 4.15 Preview 3 and Preview 4.
from textasset.
I've checked on latest branch 4.15 and the log is same.
from textasset.
I read and i know all what you wrote and :]
Ive use Your TextAsset from branch "master" with tag "4.15" here, in UE4.15 Preview4 on Mac. That's correct.
But on mac its doesn't works. Compile failed.
And one moment. Today i tried with latest commit and log not same:
Running Mono...
Setting up Mono
/Users/Shared/UnrealEngine/4.15/Engine /Users/Shared/UnrealEngine/4.15/Engine/Binaries/Mac
Compiling with MacOSX SDK 10.12
@progress push 5%
ERROR: All source files in module "TextAssetEditor" must include the same precompiled header first. Currently "/Users/Shared/UnrealEngine/4.15/Engine/Source/Editor/UnrealEd/Public/Toolkits/AssetEditorToolkit.h" is included by most of the source files. The following source files are not including "/Users/Shared/UnrealEngine/4.15/Engine/Source/Editor/UnrealEd/Public/Toolkits/AssetEditorToolkit.h" as their first include:
/Users/user/Projects/UnrealEngine/!_Experiments/Temp415cpp/Plugins/TextAsset/Source/TextAssetEditor/Private/AssetTools/TextAssetActions.cpp (including /Users/user/Projects/UnrealEngine/!_Experiments/Temp415cpp/Plugins/TextAsset/Source/TextAssetEditor/Private/AssetTools/TextAssetActions.h)
/Users/user/Projects/UnrealEngine/!_Experiments/Temp415cpp/Plugins/TextAsset/Source/TextAssetEditor/Private/Factories/TextAssetFactory.cpp (including /Users/user/Projects/UnrealEngine/!_Experiments/Temp415cpp/Plugins/TextAsset/Source/TextAssetEditor/Private/Factories/TextAssetFactory.h)
/Users/user/Projects/UnrealEngine/!_Experiments/Temp415cpp/Plugins/TextAsset/Source/TextAssetEditor/Private/Factories/TextAssetFactoryNew.cpp (including /Users/user/Projects/UnrealEngine/!_Experiments/Temp415cpp/Plugins/TextAsset/Source/TextAssetEditor/Private/Factories/TextAssetFactoryNew.h)
/Users/user/Projects/UnrealEngine/!_Experiments/Temp415cpp/Plugins/TextAsset/Source/TextAssetEditor/Private/Toolkits/TextAssetEditorToolkit.cpp (including /Users/user/Projects/UnrealEngine/!_Experiments/Temp415cpp/Plugins/TextAsset/Source/TextAssetEditor/Private/Toolkits/TextAssetEditorToolkit.h)
/Users/user/Projects/UnrealEngine/!_Experiments/Temp415cpp/Plugins/TextAsset/Source/TextAssetEditor/Private/Widgets/STextAssetEditor.cpp (including /Users/user/Projects/UnrealEngine/!_Experiments/Temp415cpp/Plugins/TextAsset/Source/TextAssetEditor/Private/Widgets/STextAssetEditor.h)
LogInit:Warning: Still incompatible or missing module: UE4Editor-TextAsset.dylib
LogInit:Warning: Still incompatible or missing module: UE4Editor-TextAssetEditor.dylib
LogExit: Preparing to exit.
Btw, there folder name is "TextAsset-4.15" instead of "TextAsset" in release zip archive. Each archive for different version of UE (i think).
PS: i put TextAsset to Plugins of project folder (not in Engine)
from textasset.
I just recreated the 4.15 tag, as well as the 4.15 release, because there were indeed compilation errors. Could you please try again?
Please note that the latest commit requires 4.16, so you have to go back to the one called Reverted build rules changes to fix 4.15 release.
from textasset.
Yes, i read all headers of commits.
I will try right now
from textasset.
Same log:
"ERROR: All source files in module "TextAssetEditor" must include the same precompiled header first." etc.
I will try your next commit at once. // or wait for binary 4.16 preview :]
from textasset.
I was able to repro. Looks like PCH handling changed last minute. Please make it an Engine plug-in for now. Project plug-ins will require some different Build.cs settings that I still need to figure out.
from textasset.
I did:
- Update UE to 4.15 release (today)
- Put TextAsset (4.15 tagged) to Engine/Plugins/Media/
- Run UE and create clean cpp project
- UE Warning Window: "Plugin Missing... Compile? Yes" >> "Plugin missing. Disable?"
Log:
Running Mono...
Setting up Mono
/Users/Shared/UnrealEngine/4.15/Engine /Users/Shared/UnrealEngine/4.15/Engine/Binaries/Mac
Compiling with MacOSX SDK 10.12
@progress push 5%
@progress pop
Target is up to date
Deploying TestTextEditor Mac Development...
Deploying now!
Total build time: 5.50 seconds (NoActionsToExecute executor: 0.00 seconds)
LogInit:Warning: Still incompatible or missing module: UE4Editor-TextAsset.dylib
LogInit:Warning: Still incompatible or missing module: UE4Editor-TextAssetEditor.dylib
LogExit: Preparing to exit.
So sounds like the UE did not touch sources of plugin.
That method (Engine/Plugins/) works with compiled binaries only. I think
from textasset.
Engine plug-ins will only be compiled if you compile the Engine from source. It doesn't work with binary-only UE4 builds. We don't compile Engine plug-in source when running binary builds.
Since you don't compile the whole Engine, the only way to make this work is to put the plug-in into your project's Plugin directory. I'm currently working on fixing support for that. There is a new setting that is now required... you could try adding it in TextAsset.Build.cs and TextAssetEditor.Build.cs
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs
I will test it and update the code shortly.
from textasset.
Failed.
Anyway i forked your repo for self and create branch specially for mac's experiments.
from textasset.
On 4.16 Preview 3 works well (compiled). After compile ue has ability to create "Text asset".
from textasset.
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