Compile Unreal Lightmass. Error with Unreal 4.24 build from source on Linux - unreal-engine4

I get the following error when I am trying to build a project in Unreal, that I have included some lightning. "Lighting Build Failed. Swarm failed to Kick off. Compile Unreal Lightmass".
I have build Unreal Engine 4.24.1 from source on Linux with the setup instructions from the documentations.
Any ideas how to proceed. How would I go and compile Unreal Lightmass for the Engine?

After some sparse search here and there, I was able to solve this.
To compile the UnrealLightmass there is a build shell script in the directory
UnrealEngine_Repo_dir/Engine/Build/BatchFiles/Linux
You need to run the ./Build.sh with the following input
./UnrealEngine_Repo_dir/Engine/Build/BatchFiles/Linux/Build.sh UnrealLightmass Linux Development -verbose
This should start compilation and build the UnrealLightmass.
This probably is the way to build the remaining programs that the Unreal Engine would complain that you haven't build.
Any program that is under the directory
/UnrealEngine_Repo_dir/Engine/Source/Programs
can be build with the above command. One example would be the ShaderCompileWorker.
Hope this helps.

If you did the full source build setup process, Lightmass should have compiled as well. Here is a probably-foolproof solution:
Run Setup.sh
Run GenerateProjectFiles.sh
Once the Visual Studio .sln is finished generating, open that.
Wait for the option to appear, then (Toolbar) Build->Build Solution
The UEBuildTool should then compile everything in the project, including Lightmass.

Related

Flutter error: Unable to locate gradlew script

I can't run all of my flutter apps, because in the console appears everytime this error message:
Downloading Gradle Wrapper... 1,2s
Launching lib\main.dart on SM G960F in debug mode...
Running Gradle task 'assembleDebug'...
Finished with error: Unable to locate gradlew script. Please check that C:\Users\...\android\gradlew.bat exists or that C:\Users\...\android can be read.
I try to fix this problem more than ten hours and don't find a solution.
I will advise you to check your pc properly for unwanted programs. Something is preventing your pc from running the Gradle. I had the same issue only to realize that antivirus was installed on my pc alongside a cd burner that I just installed. Check for any antivirus that might be preventing Gradle from running.
I also faced the same error initially. While creating a flutter application from scratch I just ran the default flutter application which is a counter app in a flutter. I faced the same issue at first. If you are in this same context as described earlier the following could be the solution
1.Java 8 is more suitable for the flutter/android development. The next versions of java have some exceptions. I used the Java 14 and stuck at this issue for some time
The next could be the JAVA_HOME path in your environment variables. If it is not provided the set the JAVA_HOME path.
Run flutter --doctor and check the requirements if satisfied like Android SDK is updated or not, upgrade flutter if required. In some cases having good Internet connection also plays a role in this issue some times.
These are the major points to be satisfied in order to get rid of this error. Mostly this could be the a solution or part of it.
The error suggests that something is preventing gradle to run properly on your machine. Check whether you have any unwanted programs or anti-virus on your machine running that might be preventing gradle to run. If so, remove or stop those programs / anti-virus and try again.
After that, delete the .gradle folder located here C:\Users\yourPcName\.gradle containing the unfinished file and try again . It will work now .
You can also manually download Gradle and map it in Android studio , Learn more with this article here .
Warning, the gradle versions change quickly, so make sure you manually
downloaded the exact version that flutter wanted to download and the
download failed. Download the gradle here and then replace it in the
gradle folder.
C:\Users\yourPcName\.gradle\wrapper\dists\gradle-x.x.x-all
If it still doesn't work,
Try to run flutter --doctor
From a console window that has the Flutter directory in the path (see above), run the following command to see if there are any platform dependencies you need to complete the setup:
C:\src\flutter> : flutter doctor
This command checks your environment and displays a report of the status of your Flutter installation. Check the output carefully for other software you might need to install or further tasks to perform (shown in bold text).
You can learn more here :
If flutter doctor itself doesn't work, then know that flutter is not installed on your machine (or you forgot to add it to the environment
variable).
I also faced this problem and I made something to run my app on android
tried to open anything on android files and android studio ask me if I want to open for editing android file in android studio then click on it and it will open android project then click run enter image description here

how to create mbed project with os2?

Although creation of a project with mbed os 5 works fine using
mbed new nameOfProgramOs5
creation of a project with mbed os 2 via
mbed new nameOfProgramOs2 --mbedlib
causes a problem:
First of all, the command does not terminate.
ctrl-c unveils
[mbed] Working path "C:\Users\ere\Desktop\Software\MBed" (directory)
[mbed] Program path "C:\Users\ere\Desktop\Software\MBed"
[mbed] Creating new program "newWithMbedLib2" (git)
[mbed] Adding library "mbed" from "https://mbed.org/users/mbed_official/code/mbed/builds" at branch/tag "tip"
[mbed] Unpacking library build "3a7713b1edbc" in "C:\Users\ere\Desktop\Software\MBed\newWithMbedLib2\mbed"
[mbed] ERROR: An error occurred while unpacking library archive ".bld\.rev-3a7713b1edbc.zip" in "C:\Users\ere\Desktop\Software\MBed\newWithMbedLib2\mbed"
If i go into the directory i can see that a lot of sub directories are created
one for each target.
So may look not so bad.
Could you help or at least contribute your own experience?
Is there a point to use still mbed os 2?
mbed new mbed-classic-program --mbedlib works for me. It downloads the mbed 2.0 SDK. My mbed-cli version is 1.8.2.
Some boards only support OS 2. I still use OS 2 sometimes.

PredictionIO and Recommendation Template Files

i'm trying to build movie recommendation application using PredictionIO.
i have already using PredictionIO 0.11 on Docker, the issue
that when i run pio build --verbose it's showing:
no engine found. your build might have failed. aborting.
not sure where to puts the recommendation template files?.
any idea?
You need to be sure that you are in the current working directory of your engine I mean you have to execute your pio build --verbose command from the directory where your templates's engine.json file is placed . If this not solves your issue can you please paste the complete error along with template link.

NUnit 3.2: Autorun tests after compile (Windows)

On a new VS solution, I've started using NUnit 3.2. Older versions (2.6) had a external NUnit GUI, that made it possible to watch assemblies and automatically run tests on modifications. But I cannot find anything similar to this for 3.2 - neither in the docs nor through Google.
I've installed NUnit.3.2.0.msi, I've also installed the NUnit3 Test Adapter in VS + NUnit3.2 nuget package for my project.
I can easily run all my tests through VS' Test Explorer. But I miss some way to run them automatically. Anyone know how?
In older versions of Visual Studio, there used to be an option to run tests after every build, but it was removed. It was always buggy and tended to lock files and prevent you from rebuilding.
You could set a post build command on your test project to automatically run NUnit console whenever your test project recompiles. You have NUnit console installed, so you could point to that, or use the NUnit.Runners package to install it into the packages folder of your solution.
Open your test project settings and go to the Build Events tab. Click on Edit Post-Build. Enter the following;
"C:\Program Files (x86)\NUnit.org\nunit-console\nunit3-console.exe" "$(TargetPath)"
Now, whenever you build, your tests will be run and the results will appear in the output window.
Maybe not ideal if there is a lot of build output after your tests but it works.
FYI, the colour in the build output is a side-effect of the VSColorOutput Visual Studio extension, it is not from NUnit.
Visual Studio captures STDOUT, so I haven't been able to get it to open a CMD window and run the tests. If anyone knows how to do that, add a comment and I will update.
There is a GUI for NUnit 3 under developement on GitHub - but it's not advised for production use yet.
We set our tests up using the NUnitLite runner. This allows you to turn your test assembly into an executable - and on run, will launch the console and run all tests. [Documentation]

How to automate a build for a Visual FoxPro project?

I'm interested in figuring out how to automate a build from Visual FoxPro similar to how we can build .NET projects from the command line using MSBuild.
It seems that it is possible to pass command line arguments to VFP.exe which may include the ability to specify some initial startup prg that runs however it is unclear how well starting up the IDE will work from non-interactive accounts such as the Network Service on Windows which is likely where an automated build would run.
Has anybody attempt this before or read about anybody attempting to script a VFP build like this? I would be grateful for any pointers that may lead me to a solution.
A simple solution is to create a program file that builds the application, and call VFP to execute that program. You can also add any pre or post build commands to that program file.
Create a VFP configuration text file, called BUILD.FPW
SCREEN=OFF
COMMAND=DO C:\Project\BUILD.PRG
Then create C:\Project\BUILD.PRG
Modify Project C:\Project\MyProject Nowait
_vfp.Projects.Item(1).Build("C:\Project\myapp.exe", 3, .f., .f.)
If file("C:\Project\myapp.err")
* Do something for build errors
Else
* No errors
Endif
Quit
Finally, to build it
C:\Program Files\Microsoft Visual FoxPro 9\vfp9.exe -CBUILD.FPW
VFP will build it non-interactively. It will log build errors to myapp.err. If it builds successfully, no error file is created.
Experience in Automate VFP Project
Build (FinalBuilder Route)
Automated Build