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Lovely plugin, thanks. I needed to patch a couple things to let plugin build and load on Mac.
- Backslash needs to be replaced by slash in some #include statements:
ElgEditorScripting/Private/Blueprints/ElgEditorBP_Assets.cpp
#include "HAL\FileManager.h"
#include "UObject\MetaData.h"
#include "Modules\ModuleManager.h"
ElgEditorScripting/Private/Blueprints/ElgEditorBP_FModuleManager.cpp
#include "Modules\ModuleManager.h"
ElgEditorScripting/Private/EditorContexts/ElgEditorContext_Assets.cpp
#include "Modules\ModuleManager.h"
ElgEditorScripting/Private/EditorContexts/ElgEditorContext_Config.cpp
#include "Misc\ConfigCacheIni.h"
ElgEditorScripting/Public/EditorContexts/ElgEditorContext_Jason.h
#include <Templates\SharedPointer.h>
ElgEditorScripting/Public/ElgEditorScripting.h
#include "Modules\ModuleManager.h"
- FName call needs NOT to be qualified as FName::FName at these lines:
ElgEditorScripting/Private/Blueprints/ElgEditorBP_UBlueprint.cpp:585:26
ElgEditorScripting/Private/Blueprints/ElgEditorBP_UBlueprint.cpp:653:25
ElgEditorScripting/Private/EditorContexts/ElgEditorContext_LevelEditor.cpp:550:30
The build error shows as:
error: qualified reference to 'FName' is a constructor name rather than a type in this context
FName propertyName = FName::FName();
and it should be:
FName propertyName = FName();
I'm building by double-clicking on the .uproject and choosing 'Yes' in the dialog asking whether to rebuild the module. I'm not launching VSCode or Xcode. When it fails, it says 'Try rebuilding from source' and the relevant log is at:
~/Library/Application Support/Epic/UnrealBuildTool/Log.txt
I'm on a MacBook Pro (13-inch, M1, 2020) running Ventura 13.6.1 and UE 5.3.2.
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