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dpernuit avatar dpernuit commented on August 10, 2024

Hi Adam,

Here's how we build the plugin:

We have different versions of UE4 sources (4.23/24/25 + Master), which each of them having the appropriate version of the plugin symlinked in the engine plugin folder from the houdini baseline.

We mainly work with c++ game projects, created from those source UE4.
Visual 2017, mostly using debug editor / dev editor, Win64 during development.
I generally disable unity builds, and my colleague leaves it enabled so we can check both build fine.
As for checking game binaries, I periodically try to either package the projects / build shipping.

We don't build Linux, so that could be the issue.
Adding the functional include caused build issues on my side last time I tried, I'll try to see if that's still the case.

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adambrown avatar adambrown commented on August 10, 2024

Ok thanks Damien I will try adding a #if PLATFORM_LINUX and see if I can get it to compile for both targets. It sounds like we're building mostly the same with the differences being: 1) we are running from UAT BuildCookRun vs from IDE, but I think the IDE should be calling UBT much the same way as UAT during Build under the hood, and 2) we are building for Linux servers as well as Windows clients. I suspect that Linux is more likely the cause here than UAT vs IDE. It might not be too hard to get it cross-compiling for Linux target as well. I think cross-compiling for Linux target will be important for most game projects with hosted servers because Windows will double deployment costs on many providers. It's also much harder to containerize servers for deployment on Windows.

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dpernuit avatar dpernuit commented on August 10, 2024

Hi Adam,
I was thinking of wrapping the include in #if for Linux as well, but I tried adding the #include again yesterday, and that somehow didn't cause the build issues I had last time.
Anyway, hopefully the Alpha3.1 update solves that issue on your side.

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adambrown avatar adambrown commented on August 10, 2024

I just integrated Alpha 3.1 on 18.0.532 with UE 4.25 and was able to successfully compile for all targets. Looks like this is no longer an issue in the current version. Going to close this. Thanks Damien.

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