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[BUG - Release] Game__Debug__Win64 does not successfully build #501

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UE4SS opened this issue May 14, 2024 · 7 comments
Open

[BUG - Release] Game__Debug__Win64 does not successfully build #501

UE4SS opened this issue May 14, 2024 · 7 comments

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@UE4SS
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UE4SS commented May 14, 2024

Describe the bug
GenericPlatformMath.hpp @ L410: error C2760: syntax error: 'UE_DEBUG_SECTION' was unexpected here; expected '{'

To Reproduce
Using my command line: xmake f --profilerFlavor=Tracy --cxxflags="-DSTATS=0" -m "Game__Debug__Win64" -y && xmake
Untested with the default command line or VS, but I'd be surprised if the problem didn't exist with those.

Expected behavior
The Game__Debug__Win64 target is expected to successfully build.

Desktop (please complete the following information):

  • OS: Win10 VM
@UE4SS
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UE4SS commented May 14, 2024

I'm not sure how to properly fix this, but defining DO_ENSURE=0 bypasses the problem.

@Buckminsterfullerene02
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Buckminsterfullerene02 commented May 14, 2024

Perhaps fix could be bundled into #494?

Edit: Build is successful on that branch already. I installed into DRG and it works 👍

@UE4SS
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UE4SS commented May 15, 2024

Perhaps fix could be bundled into #494?

Edit: Build is successful on that branch already. I installed into DRG and it works 👍

Did you test #494 with the latest Unreal submodule ?
I'm pretty sure this problem was caused by a recent PR: https://github.com/Re-UE4SS/UEPseudo/pull/87 and #494 is based on an older commit so I just want to confirm that you tested with the latest Unreal submodule.

@Buckminsterfullerene02
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Perhaps fix could be bundled into #494?
Edit: Build is successful on that branch already. I installed into DRG and it works 👍

Did you test #494 with the latest Unreal submodule ? I'm pretty sure this problem was caused by a recent PR: Re-UE4SS/UEPseudo#87 and #494 is based on an older commit so I just want to confirm that you tested with the latest Unreal submodule.

Okay I merged #494's UEPseudo branch in with main locally and the debug build does indeed fail. Did not notice that #494 is based off an older commit.

@bitonality
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Perhaps fix could be bundled into #494?
Edit: Build is successful on that branch already. I installed into DRG and it works 👍

Did you test #494 with the latest Unreal submodule ? I'm pretty sure this problem was caused by a recent PR: Re-UE4SS/UEPseudo#87 and #494 is based on an older commit so I just want to confirm that you tested with the latest Unreal submodule.

Okay I merged #494's UEPseudo branch in with main locally and the debug build does indeed fail. Did not notice that #494 is based off an older commit.

I can try to update and see if the change is something easily bundle-able. Will know in a couple of hours

@bitonality
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#define UE_ENSURE_IMPL(Capture, Always, InExpression, ...) \
		    (LIKELY(!!(InExpression)) || (DispatchCheckVerify<bool>([Capture] () FORCENOINLINE UE_DEBUG_SECTION \
		    { \
			    static bool bExecuted = false; \
			    if ((!bExecuted || Always) && FPlatformMisc::IsEnsureAllowed()) \
			    { \
				    bExecuted = true; \
				    FDebug::OptionallyLogFormattedEnsureMessageReturningFalse(true, #InExpression, __FILE__, __LINE__, ##__VA_ARGS__); \
				    if (!FPlatformMisc::IsDebuggerPresent()) \
				    { \
					    FPlatformMisc::PromptForRemoteDebugging(true); \
					    return false; \
				    } \
				    return true; \
			    } \
			    return false; \
		    }) && ([] () { PLATFORM_BREAK(); } (), false)))

https://github.com/Re-UE4SS/UEPseudo/pull/87 introduced a breaking change whenever we compile in xxx__DEBUG__xxx mode due to a missing UE_DEBUG_SECTION def as well as unimplemented

FPlatformMisc:IsEnsureAllowed()
FPlatformMisc:IsDebuggerPresent()
FPlatformMisc::PromptForRemoteDebugging(bool)

I will not be making a fix in #494 since it's out of scope of that change.

@bitonality
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