mgerhardy / eclipsesourcecodeaccess Goto Github PK
View Code? Open in Web Editor NEWISourceCodeAccessor implementation for Unreal 4 and Eclipse
License: MIT License
ISourceCodeAccessor implementation for Unreal 4 and Eclipse
License: MIT License
received 2 errors from EclipseSourceCodeAccess when compiling ue4editor (4.11 branch) under Ubuntu 14.4:
File with error output is attated.
eclipseAccessorBug.txt
Best Regards
Chris
Note: I think Camiloasc1 is now the current fork. If you have this issue as well you might check out his repo...
When following the instructions on the Linux Issues page of UE4 https://wiki.unrealengine.com/Linux_Known_Issues#C.2B.2B_projects_and_IDE.27s, I get the following:
$ make UE4Editor
bash "/.../UnrealEngine"/Engine/Build/BatchFiles/Linux/Build.sh UE4Editor Linux Development
Building UE4Editor...
Using clang version '3.5.0' (string), 3 (major), 5 (minor), 0 (patch)
Creating makefile for UE4Editor (no existing makefile)
/bin/sh -c '/bin/sh "/.../src/UnrealEngine/Engine/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/FixDependencies.sh" && touch "/.../UnrealEngine/Engine/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/UE4Editor.link"'
Performing 3 actions (8 in parallel)
[1/3] Compile Module.EclipseSourceCodeAccess.cpp
In file included from /.../UnrealEngine/Engine/Plugins/Developer/EclipseSourceCodeAccess/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/EclipseSourceCodeAccess/Module.EclipseSourceCodeAccess.cpp:2:
In file included from /.../UnrealEngine/Engine/Plugins/Developer/EclipseSourceCodeAccess/Source/EclipseSourceCodeAccess/Private/EclipseSourceCodeAccessModule.cpp:3:
/.../UnrealEngine/Engine/Plugins/Developer/EclipseSourceCodeAccess/Source/EclipseSourceCodeAccess/Private/EclipseSourceCodeAccessModule.h:13:29: error: field type 'FEclipseSourceCodeAccessor' is an abstract class
FEclipseSourceCodeAccessor EclipseSourceCodeAccessor;
^
Developer/SourceCodeAccess/Public/ISourceCodeAccessor.h:18:15: note: unimplemented pure virtual method 'RefreshAvailability' in 'FEclipseSourceCodeAccessor'
virtual void RefreshAvailability() = 0;
^
In file included from /.../UnrealEngine/Engine/Plugins/Developer/EclipseSourceCodeAccess/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/EclipseSourceCodeAccess/Module.EclipseSourceCodeAccess.cpp:2:
/.../UnrealEngine/Engine/Plugins/Developer/EclipseSourceCodeAccess/Source/EclipseSourceCodeAccess/Private/EclipseSourceCodeAccessModule.cpp:5:1: error: cannot initialize return object of type 'IModuleInterface *' with an rvalue
of type 'FEclipseSourceCodeAccessModule *'
IMPLEMENT_MODULE(FEclipseSourceCodeAccessModule, EclipseSourceCodeAccess);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Runtime/Core/Public/Modules/ModuleManager.h:694:11: note: expanded from macro 'IMPLEMENT_MODULE'
return new ModuleImplClass(); \
^~~~~~~~~~~~~~~~~~~~~
2 errors generated.
ERROR: UBT ERROR: Failed to produce item: /.../UnrealEngine/Engine/Plugins/Developer/EclipseSourceCodeAccess/Binaries/Linux/libUE4Editor-EclipseSourceCodeAccess.so
Total build time: 20.40 seconds
make: *** [UE4Editor] Error 5
I think that the code is trying to instantiate an abstract class.
I tried to add an empty implementation of RefreshAvailability
in EclipseSourceCodeAccessor
. That compiled and the plugin appeared in the Unreal Editor, but it never generated a .cproject
file.
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