2017-06-17 3 views
0

Ich versuche, eine C++ - Klasse zu meinem Blueprints-Projekt in Unreal Engine 4.16.1 hinzuzufügen. Aber jedes Mal, wenn ich es versuche, gibt es mir einen Fehler beim Versuch, die ClassName.generated.h Datei zu erstellen. Es erstellt dann stattdessen eine ClassName.generated.h.conflict Datei.UE4: Fehler beim Hinzufügen der C++ - Klasse - ClassName.generated.h - Änderungen am generierten Code sind nicht erlaubt

Der Fehler Ich erhalte ist „Änderungen an der generierten Code sind nicht erlaubt“:

CompilerResultsLog: Info ERROR: 'D:/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalProject/MyActor.generated.h': Changes to generated code are not allowed - conflicts written to 'D:/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalProject/MyActor.generated.h.conflict' 

Alles, was ich getan haben, den Content-Browser rechts geklickt wird, geklickt New C++ Class und dann eine beliebige Klassentyp auswählen und erstellen . Ich bekomme dann sofort einen Kompilierfehler. Ich habe keine Änderungen am Code vorgenommen, wie der Fehler vermuten lässt.

ist hier das volle Ausgabeprotokoll, falls ich habe etwas verpaßt:

LogPlatformFile: Not using cached read wrapper 
LogInit : Display: RandInit(-1380375261) SRandInit(-1380375261). 
LogTaskGraph : Started task graph with 5 named threads and 8 total threads with 1 sets of task threads. 
LogStats : Stats thread started at 0.074413 
LogInit : Using libcurl 7.47.1 
LogInit : -built for x86_64 - pc - win32 
LogInit : -supports SSL with OpenSSL/1.0.2g 
LogInit : -supports HTTP deflate(compression) using libz 1.2.8 
LogInit : -other features : 
LogInit:  CURL_VERSION_SSL 
LogInit : CURL_VERSION_LIBZ 
LogInit : CURL_VERSION_IPV6 
LogInit : CURL_VERSION_ASYNCHDNS 
LogInit : CURL_VERSION_LARGEFILE 
LogInit : CURL_VERSION_IDN 
LogInit : CurlRequestOptions(configurable via config and command line) : 
LogInit : -bVerifyPeer = false - Libcurl will NOT verify peer certificate 
LogInit : -bUseHttpProxy = false - Libcurl will NOT use HTTP proxy 
LogInit : -bDontReuseConnections = false - Libcurl will reuse connections 
LogInit : -CertBundlePath = nullptr - Libcurl will use whatever was configured at build time. 
LogInit : Build : ++UE4 + Release - 4.16 - CL - 3466753 
LogInit : Engine Version : 4.16.1 - 3466753++ + UE4 + Release - 4.16 
LogInit : Compatible Engine Version : 4.16.0 - 3452394++ + UE4 + Release - 4.16 
LogInit : Net CL : 3452394 
LogDevObjectVersion : Number of dev versions registered : 16 
LogDevObjectVersion : Dev - Blueprints(B0D832E4 - 1F89 - 4F0D - ACCF - 7EB736FD4AA2) : 9 
LogDevObjectVersion : Dev - Build(E1C64328 - A22C - 4D53 - A36C - 8E866417BD8C) : 0 
LogDevObjectVersion : Dev - Core(375EC13C - 06E4 - 48FB - B500 - 84F0262A717E) : 2 
LogDevObjectVersion : Dev - Editor(E4B068ED - F494 - 42E9 - A231 - DA0B2E46BB41) : 17 
LogDevObjectVersion : Dev - Framework(CFFC743F - 43B0 - 4480 - 9391 - 14DF171D2073) : 23 
LogDevObjectVersion : Dev - Mobile(B02B49B5 - BB20 - 44E9 - A304 - 32B752E40360) : 0 
LogDevObjectVersion : Dev - Networking(A4E4105C - 59A1 - 49B5 - A7C5 - 40C4547EDFEE) : 0 
LogDevObjectVersion : Dev - Online(39C831C9 - 5AE6 - 47DC - 9A44 - 9C173E1C8E7C) : 0 
LogDevObjectVersion : Dev - Physics(78F01B33 - EBEA - 4F98 - B9B4 - 84EACCB95AA2) : 0 
LogDevObjectVersion : Dev - Platform(6631380F - 2D4D - 43E0 - 8009 - CF276956A95A) : 0 
LogDevObjectVersion : Dev - Rendering(12F88B9F - 8875 - 4AFC - A67C - D90C383ABD29) : 15 
LogDevObjectVersion : Dev - Sequencer(7B5AE74C - D270 - 4C10 - A958 - 57980B212A5A) : 4 
LogDevObjectVersion : Dev - VR(D7296918 - 1DD6 - 4BDD - 9DE2 - 64A83CC13884) : 0 
LogDevObjectVersion : Dev - LoadTimes(C2A15278 - BFE7 - 4AFE - 6C17 - 90FF531DF755) : 1 
LogDevObjectVersion : Private - Geometry(6EACA3D4 - 40EC - 4CC1 - B786 - 8BED09428FC5) : 1 
LogDevObjectVersion : Dev - AnimPhys(29E575DD - E0A3 - 4627 - 9D10 - D276232CDCEA) : 3 
LogInit : Compiled(64 - bit) : May 31 2017 02 : 03 : 30 
LogInit : Compiled with Visual C++ : 19.00.24215.01 
LogInit : Build Configuration : Development 
LogInit : Branch Name : ++UE4 + Release - 4.16 
LogInit : Command line : -EpicPortal 
LogInit : Base directory : D:/Program Files/Epic Games/UE_4.16/Engine/Binaries/Win64/
LogInit : Installed Engine Build : 1 
LogInit : Presizing for max 8388607 objects, including 0 objects not considered by GC, pre - allocating 0 bytes for permanent pool. 
LogInit : Object subsystem initialized 
LogInit : Selected Device Profile : [Windows] 
LogInit : Applying CVar settings loaded from the selected device profile : [Windows] 
LogInit : Computer : DESKTOP - P8AFSV1 
LogInit : User: Removed 
LogInit : CPU Page size = 4096, Cores = 4 
LogInit : High frequency timer resolution = 3.914070 MHz 
LogMemory : Memory total : Physical = 31.9GB(32GB approx) 
LogMemory : Platform Memory Stats for Windows 
LogMemory : Process Physical Memory : 274.02 MB used, 274.02 MB peak 
LogMemory : Process Virtual Memory : 260.82 MB used, 260.82 MB peak 
LogMemory : Physical Memory : 6733.64 MB used, 25974.71 MB free, 32708.35 MB total 
LogMemory : Virtual Memory : 638.46 MB used, 25974.71 MB free, 134217728.00 MB total 
LogInit : Using OS detected language(en - GB). 
LogInit : Using OS detected locale(en - GB). 
LogTextLocalizationManager : No specific localization for 'en-GB' exists, so the 'en' localization will be used. 
LogD3D11RHI : D3D11 adapters : 
LogD3D11RHI: 0. 'NVIDIA GeForce GTX 1080' (Feature Level 11_0) 
LogD3D11RHI : 8110/0/16354 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs : 2, VendorId : 0x10de 
LogD3D11RHI : 1. 'Microsoft Basic Render Driver' (Feature Level 11_0) 
LogD3D11RHI : 0/0/16354 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs : 0, VendorId : 0x1414 
LogD3D11RHI : Chosen D3D11 Adapter : 0 
LogD3D11RHI : Creating new Direct3DDevice 
LogD3D11RHI : GPU DeviceId : 0x1b80 (for the marketing name, search the web for "GPU Device Id") 
LogWindows : EnumDisplayDevices : 
LogWindows : 0. 'NVIDIA GeForce GTX 1080' (P : 1 D : 1) 
LogWindows : 1. 'NVIDIA GeForce GTX 1080' (P : 0 D : 1) 
LogWindows : 2. 'NVIDIA GeForce GTX 1080' (P : 0 D : 0) 
LogWindows : 3. 'NVIDIA GeForce GTX 1080' (P : 0 D : 0) 
LogWindows : DebugString : FoundDriverCount : 4 
LogD3D11RHI : Adapter Name : NVIDIA GeForce GTX 1080 
LogD3D11RHI : Driver Version : 382.05 (internal:22.21.13.8205, unified : 382.05) 
LogD3D11RHI : Driver Date : 5 - 1 - 2017 
LogRHI : Texture pool is 1361 MB(70 % of 1945 MB) 
LogD3D11RHI : Async texture creation enabled 
LogD3D11RHI : GPU Timing Frequency : 1000.000000 (Debug : 2 1) 
LogShaderCompilers : Guid format shader working directory is - 26 characters bigger than the processId version(../../../../../../Unreal Projects/SurvivalProject/Intermediate/Shaders/WorkingDirectory/15808 /). 
LogShaderCompilers : Cleaned the shader compiler working directory 'C:/Users/Removed/AppData/Local/Temp/UnrealShaderWorkingDir/7355AADD42AC9B10A1202984750D1FB6/'. 
LogShaderCompilers : Display : Using Local Shader Compiler. 
LogTemp : Display : Loaded TP AllDesktopTargetPlatform 
LogTemp : Display: Loaded TP MacClientTargetPlatform 
LogTemp : Display: Loaded TP MacNoEditorTargetPlatform 
LogTemp : Display: Loaded TP MacServerTargetPlatform 
LogTemp : Display: Loaded TP MacTargetPlatform 
LogTemp : Display: Loaded TP WindowsClientTargetPlatform 
LogTemp : Display: Loaded TP WindowsNoEditorTargetPlatform 
LogTemp : Display: Loaded TP WindowsServerTargetPlatform 
LogTemp : Display: Loaded TP WindowsTargetPlatform 
LogTemp : Display: Loaded TP AndroidTargetPlatform 
LogTemp : Display: Loaded TP Android_ASTCTargetPlatform 
LogTemp : Display: Loaded TP Android_ATCTargetPlatform 
LogTemp : Display: Loaded TP Android_DXTTargetPlatform 
LogTemp : Display: Loaded TP Android_ETC1TargetPlatform 
LogTemp : Display: Loaded TP Android_ETC2TargetPlatform 
LogTemp : Display: Loaded TP Android_MultiTargetPlatform 
LogTemp : Display: Loaded TP Android_PVRTCTargetPlatform 
LogTemp : Display: Loaded TP HTML5TargetPlatform 
LogTemp : Display: Loaded TP IOSTargetPlatform 
LogTemp : Display: Loaded TP TVOSTargetPlatform 
LogTemp : Display: Loaded TP LinuxClientTargetPlatform 
LogTemp : Display: Loaded TP LinuxNoEditorTargetPlatform 
LogTemp : Display: Loaded TP LinuxServerTargetPlatform 
LogTemp : Display: Loaded TP LinuxTargetPlatform 
LogTargetPlatformManager : Display: Building Assets For Windows 
LogDerivedDataCache : Display: Max Cache Size : 512 MB 
LogDerivedDataCache : Loaded boot cache 0.07s 90MB C :/Users/Removed/AppData/Local/UnrealEngine/4.16/DerivedDataCache/Boot.ddc. 
LogDerivedDataCache : Display : Loaded Boot cache : C:/Users/Removed/AppData/Local/UnrealEngine/4.16/DerivedDataCache/Boot.ddc 
LogDerivedDataCache : FDerivedDataBackendGraph: Pak pak cache file ../../../../../../Users/Removed/Documents/Unreal Projects/SurvivalProject/DerivedDataCache/DDC.ddp not found, will not use a pak cache. 
LogDerivedDataCache : Unable to find inner node Pak for hierarchical cache Hierarchy. 
LogDerivedDataCache : FDerivedDataBackendGraph : CompressedPak pak cache file ../../../../../../Users/Removed/Documents/Unreal Projects/SurvivalProject/DerivedDataCache/Compressed.ddp not found, will not use a pak cache. 
LogDerivedDataCache : Unable to find inner node CompressedPak for hierarchical cache Hierarchy. 
LogDerivedDataCache : Display : Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp. 
LogDerivedDataCache : Using Local data cache path C :/Users/Removed/AppData/Local/UnrealEngine/Common/DerivedDataCache : Writable 
LogMaterial : Verifying Global Shaders for PCD3D_SM5 
LogSlate : Using Freetype 2.6.0 
LogSlate : SlateFontCache - WITH_FREETYPE : 1, WITH_HARFBUZZ : 1 
LogSlate : SlateFontCache - WITH_FREETYPE : 1, WITH_HARFBUZZ : 1 
LogInit : Selected Device Profile : [Windows] 
LogContentStreaming : Texture pool size is 0.00 MB 
LogMeshUtilities : Using QuadricMeshReduction for automatic static mesh reduction 
LogSimplygon : Simplygon DLL not present - disabling. 
LogMeshUtilities : Using SimplygonSwarm for distributed automatic mesh merging 
LogMeshUtilities : No automatic skeletal mesh reduction module available 
LogMeshUtilities : No automatic mesh merging module available 
LogNetVersion : SurvivalProject, NetCL : 3452394, EngineNetVer : 2, GameNetVer : 0 (Checksum : 3130795249) 
LogAssetRegistry : FAssetRegistry took 0.0247 seconds to start up 
LogPackageLocalizationCache : Processed 4 localized package path(s) for 2 prioritized culture(s) in 0.031140 seconds 
LogUObjectArray : 34194 objects as part of root set at end of initial load. 
LogUObjectAllocator : 7260416 out of 0 bytes used by permanent object pool. 
LogUObjectArray : CloseDisregardForGC : 0/0 objects in disregard for GC pool 
LogInit : WinSock: version 1.1 (2.2), MaxSocks = 32767, MaxUdp = 65467 
LogTcpMessaging : Initializing TcpMessaging bridge 
LogUdpMessaging : Initializing bridge on interface 0.0.0.0 :0 to multicast group 230.0.0.1 : 6666. 
LogMaterial : Uniform references updated for custom material expression Custom. 
SourceControl : Info Source control is disabled 
SourceControl : Info Source control is disabled 
SourceControl : Info Source control is disabled 
SourceControl : Info Source control is disabled 
LogAndroidPermission : UAndroidPermissionCallbackProxy::GetInstance 
LogEngine : Initializing Engine... 
LogHMD : Failed to initialize OpenVR with code 110 
LogStats : UGameplayTagsManager::ConstructGameplayTagTree : Construct from data asset - 0.000 s 
LogStats : UGameplayTagsManager::ConstructGameplayTagTree : GameplayTagTreeChangedEvent.Broadcast - 0.000 s 
LogAIModule : Creating AISystem for world Untitled 
LogInit : XAudio2 using 'Speakers (Logitech G933 Gaming Headset)' : 6 channels at 48 kHz using 16 bits per sample(channel mask 0x3f) 
LogInit : FAudioDevice initialized. 
LogDerivedDataCache : Saved boot cache 0.03s 90MB C :/Users/Removed/AppData/Local/UnrealEngine/4.16/DerivedDataCache/Boot.ddc. 
LogInit : Texture streaming : Enabled 
LogEngineSessionManager : EngineSessionManager initialized 
LogInit : Transaction tracking system initialized 
BlueprintLog : New page : Editor Load 
LocalizationService : Info Localization service is disabled 
LogCook : Display: Max memory allowance for cook 16384mb min free memory 0mb 
LogCook : Display: Mobile HDR setting 1 
LogFileCache : Scanning file cache for directory 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Content/' took 0.01s 
SourceControl : Info Source control is disabled 
Cmd : MAP LOAD FILE = "../../../../../../Users/Removed/Documents/Unreal Projects/SurvivalProject/Content/Maps/Map1.umap" TEMPLATE = 0 SHOWPROGRESS = 1 FEATURELEVEL = 3 
LightingResults : New page : Lighting Build 
MapCheck : New page : Map Check 
LightingResults : New page : Lighting Build 
LogPhysics : Warning: FDerivedDataPhysXCooker::BuildTriMesh : Triangle data from '/Game/Maps/Map1.Map1:PersistentLevel.ModelComponent_9' invalid(2566 verts, 0 indices). 
LogAIModule : Creating AISystem for world Map1 
LogEditorServer : Finished looking for orphan Actors(0.000 secs) 
Cmd : MAP CHECKDEP NOCLEARLOG 
MapCheck : Info Map check complete : 0 Error(s), 0 Warning(s), took 27.034ms to complete. 
LogFileHelpers : Loading map 'Map1' took 0.546 
LogCollectionManager : Loaded 0 collections in 0.000657 seconds 
LogFileCache : Scanning file cache for directory 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Saved/Collections/' took 0.01s 
LogFileCache : Scanning file cache for directory 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Content/Developers/DanielandNatalie/Collections/' took 0.01s 
LogFileCache : Scanning file cache for directory 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Content/Collections/' took 0.01s 
LogCollectionManager : Rebuilt the GUID cache for 0 collections in 0.000001 seconds 
LogContentBrowser : Native class hierarchy populated in 0.0070 seconds.Added 2329 classes and 491 folders. 
LogContentBrowser : Native class hierarchy updated for 'WidgetCarousel' in 0.0008 seconds.Added 0 classes and 0 folders. 
LogContentBrowser : Native class hierarchy updated for 'AddContentDialog' in 0.0008 seconds.Added 0 classes and 0 folders. 
LogContentBrowser : Native class hierarchy updated for 'SceneOutliner' in 0.0008 seconds.Added 1 classes and 2 folders. 
LogCrashTracker : Crashtracker disabled due to settings. 
LogSlate : Took 0.000113 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K) 
LogSlate : Took 0.000158 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K) 
LogSlate : Took 0.000482 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/FontAwesome.ttf' (139K) 
LogRenderer : Reallocating scene render targets to support 1056x556 NumSamples 1 (Frame : 1). 
LogUObjectGlobals : Warning : Failed to find object 'Class None.' 
LogContentBrowser : Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0014 seconds.Added 1 classes and 2 folders. 
LogLoad : (Engine Initialization) Total time : 12.04 seconds 
LogLoad : (Engine Initialization) Total Blueprint compile time : 0.11 seconds 
LogExternalProfiler : Found external profiler : VSPerf 
LogExternalProfiler : Using external profiler : VSPerf 
LogWindowsTextInputMethodSystem : Display: IME system now deactivated. 
LogOcInput : OculusInput pre - init called 
LogHMD : Starting GearVRController plugin 
LogAssetRegistry : Asset discovery search completed in 6.6684 seconds 
LogCollectionManager : Rebuilt the object cache for 0 collections in 0.000001 seconds(found 0 objects) 
LogCollectionManager : Fixed up redirectors for 0 collections in 0.000027 seconds(updated 0 objects) 
LogContentStreaming : Texture pool size now 1000 MB 
LogSlate : Took 0.000533 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (159K) 
LogSlate : Took 0.000277 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (159K) 
LogSlate : Took 0.000127 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (159K) 
LogContentBrowser : Native class hierarchy updated for 'BlueprintGraph' in 0.0010 seconds.Added 112 classes and 0 folders. 
LogSlate : Took 0.000532 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/Roboto-BoldCondensed.ttf' (158K) 
Running D :/Program Files/Epic Games/UE_4.16/Engine/Binaries/DotNET/UnrealBuildTool.exe - projectfiles - project = "D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/SurvivalProject.uproject" - game - rocket - progress 
Discovering modules, targets and source code for project... 
LogSlate : Took 0.000132 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K) 
LogHotReload : Recompiling module SurvivalProject... 
LogVSAccessor : Warning : Couldn't access Visual Studio 
Candidate modules for hot reload : 
SurvivalProject 
Launching UnrealBuildTool...[D:/ Program Files/Epic Games/UE_4.16/Engine/Binaries/DotNET/UnrealBuildTool.exe SurvivalProject - ModuleWithSuffix SurvivalProject 787 Win64 Development - editorrecompile - FailIfGeneratedCodeChanges - canskiplink "D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/SurvivalProject.uproject"] 
Creating makefile for hot reloading SurvivalProject(game project files are newer) 
Compiling game modules for hot reload 
Parsing headers for SurvivalProjectEditor 
Running UnrealHeaderTool "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\SurvivalProject.uproject" "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest" - LogCmds = "loginit warning, logexit warning, logdatabase error" - Unatten 
ded - WarningsAsErrors - installed - FailIfGeneratedCodeChanges 
ERROR : 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalProject/MyBlueprintFunctionLibrary.generated.h' : Changes to generated code are not allowed - conflicts written to 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalPro 
ject/MyBlueprintFunctionLibrary.generated.h.conflict' 
Error : UnrealHeaderTool failed for target 'SurvivalProjectEditor' (platform : Win64, module info : D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest, exit code : OtherCompilationError(5)). 
CompilerResultsLog : New page : Compilation - 17 Jun 2017 21 : 37 : 31 
CompilerResultsLog : Info Creating makefile for hot reloading SurvivalProject(game project files are newer) 
CompilerResultsLog : Info Compiling game modules for hot reload 
CompilerResultsLog : Info Parsing headers for SurvivalProjectEditor 
CompilerResultsLog : Info Running UnrealHeaderTool "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\SurvivalProject.uproject" "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest" - LogCmds = "loginit warning, logexit warning, lo 
gdatabase error" -Unattended -WarningsAsErrors -installed -FailIfGeneratedCodeChanges 
CompilerResultsLog : Info ERROR : 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalProject/MyBlueprintFunctionLibrary.generated.h' : Changes to generated code are not allowed - conflicts written to 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/ 
UE4Editor/Inc/SurvivalProject/MyBlueprintFunctionLibrary.generated.h.conflict' 
CompilerResultsLog : Info Error : UnrealHeaderTool failed for target 'SurvivalProjectEditor' (platform : Win64, module info : D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest, exit code : OtherCompilationError(5)). 
LogMainFrame : MainFrame : Module compiling took 5.361 seconds 
LogSlate : Took 0.000520 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/DroidSansMono.ttf' (77K) 
Running D :/Program Files/Epic Games/UE_4.16/Engine/Binaries/DotNET/UnrealBuildTool.exe - projectfiles - project = "D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/SurvivalProject.uproject" - game - rocket - progress 
Discovering modules, targets and source code for project... 
LogHotReload : Recompiling module SurvivalProject... 
LogVSAccessor : Warning : Couldn't access Visual Studio 
Candidate modules for hot reload : 
SurvivalProject 
Launching UnrealBuildTool...[D:/ Program Files/Epic Games/UE_4.16/Engine/Binaries/DotNET/UnrealBuildTool.exe SurvivalProject - ModuleWithSuffix SurvivalProject 6365 Win64 Development - editorrecompile - FailIfGeneratedCodeChanges - canskiplink "D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/SurvivalProject.uproject"] 
Creating makefile for hot reloading SurvivalProject(game project files are newer) 
Compiling game modules for hot reload 
Parsing headers for SurvivalProjectEditor 
Running UnrealHeaderTool "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\SurvivalProject.uproject" "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest" - LogCmds = "loginit warning, logexit warning, logdatabase error" - Unatten 
ded - WarningsAsErrors - installed - FailIfGeneratedCodeChanges 
ERROR : 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalProject/MyBlueprintFunctionLibrary.generated.h' : Changes to generated code are not allowed - conflicts written to 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalPro 
ject/MyBlueprintFunctionLibrary.generated.h.conflict' 
Error : UnrealHeaderTool failed for target 'SurvivalProjectEditor' (platform : Win64, module info : D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest, exit code : OtherCompilationError(5)). 
CompilerResultsLog : New page : Compilation - 17 Jun 2017 21 : 39 : 45 
CompilerResultsLog : Info Creating makefile for hot reloading SurvivalProject(game project files are newer) 
CompilerResultsLog : Info Compiling game modules for hot reload 
CompilerResultsLog : Info Parsing headers for SurvivalProjectEditor 
CompilerResultsLog : Info Running UnrealHeaderTool "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\SurvivalProject.uproject" "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest" - LogCmds = "loginit warning, logexit warning, lo 
gdatabase error" -Unattended -WarningsAsErrors -installed -FailIfGeneratedCodeChanges 
CompilerResultsLog : Info ERROR : 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalProject/MyBlueprintFunctionLibrary.generated.h' : Changes to generated code are not allowed - conflicts written to 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/ 
UE4Editor/Inc/SurvivalProject/MyBlueprintFunctionLibrary.generated.h.conflict' 
CompilerResultsLog : Info Error : UnrealHeaderTool failed for target 'SurvivalProjectEditor' (platform : Win64, module info : D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest, exit code : OtherCompilationError(5)). 
LogMainFrame : MainFrame : Module compiling took 4.394 seconds 
Running D :/Program Files/Epic Games/UE_4.16/Engine/Binaries/DotNET/UnrealBuildTool.exe - projectfiles - project = "D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/SurvivalProject.uproject" - game - rocket - progress 
Discovering modules, targets and source code for project... 
LogHotReload : Recompiling module SurvivalProject... 
LogVSAccessor : Warning : Couldn't access Visual Studio 
Candidate modules for hot reload : 
SurvivalProject 
Launching UnrealBuildTool...[D:/ Program Files/Epic Games/UE_4.16/Engine/Binaries/DotNET/UnrealBuildTool.exe SurvivalProject - ModuleWithSuffix SurvivalProject 7373 Win64 Development - editorrecompile - FailIfGeneratedCodeChanges - canskiplink "D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/SurvivalProject.uproject"] 
Creating makefile for hot reloading SurvivalProject(game project files are newer) 
Compiling game modules for hot reload 
Parsing headers for SurvivalProjectEditor 
Running UnrealHeaderTool "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\SurvivalProject.uproject" "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest" - LogCmds = "loginit warning, logexit warning, logdatabase error" - Unatten 
ded - WarningsAsErrors - installed - FailIfGeneratedCodeChanges 
ERROR : 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalProject/MyActor.generated.h' : Changes to generated code are not allowed - conflicts written to 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalProject/MyActor.genera 
ted.h.conflict' 
Error : UnrealHeaderTool failed for target 'SurvivalProjectEditor' (platform : Win64, module info : D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest, exit code : OtherCompilationError(5)). 
CompilerResultsLog : New page : Compilation - 17 Jun 2017 21 : 47 : 37 
CompilerResultsLog : Info Creating makefile for hot reloading SurvivalProject(game project files are newer) 
CompilerResultsLog : Info Compiling game modules for hot reload 
CompilerResultsLog : Info Parsing headers for SurvivalProjectEditor 
CompilerResultsLog : Info Running UnrealHeaderTool "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\SurvivalProject.uproject" "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest" - LogCmds = "loginit warning, logexit warning, lo 
gdatabase error" -Unattended -WarningsAsErrors -installed -FailIfGeneratedCodeChanges 
CompilerResultsLog : Info ERROR : 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalProject/MyActor.generated.h' : Changes to generated code are not allowed - conflicts written to 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/Survi 
valProject/MyActor.generated.h.conflict' 
CompilerResultsLog : Info Error : UnrealHeaderTool failed for target 'SurvivalProjectEditor' (platform : Win64, module info : D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest, exit code : OtherCompilationError(5)). 
LogMainFrame : MainFrame : Module compiling took 4.225 seconds 

Antwort

0

Welche Namen haben Sie zu der Klasse geben?

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Ich habe gerade den Standard-Klassennamen "MyActor" verwendet. – Daniel

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Richtig ok danke dafür wollte nur sicher gehen. Ich würde vorschlagen, Ihr Projekt zu erneuern. Gehe in dein Projekt, lösche deinen Zwischenordner. Ich bin kein Experte mit unwirklich, aber ich muss das normalerweise tun, wenn ich Probleme habe. Sobald Sie fertig sind, klicken Sie mit der rechten Maustaste auf die Datei .uproject und wählen Sie die Datei VS generieren. Schau, ob es das tut. – Matster2

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Danke für den Vorschlag, aber leider hat das nicht funktioniert. Ich habe auch versucht, eine Klasse mit einem anderen Namen (anstelle der Standard) zu erstellen, und das machte auch keinen Unterschied. – Daniel

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Ich fand eine Lösung in den Unreal Engine Foren. Ich musste die Lösungskonfiguration in Visual Studio von Development zu Development Editor ändern. Ich bin jetzt in der Lage, C++ - Klassen hinzuzufügen und zu kompilieren.

Für alle, die sich nicht sicher sind, wo dies zu tun ist, ist es die Dropdown-Liste auf der Symbolleiste neben der Schaltfläche Play/Run.

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