BullCowGame could not be compiled. Try rebuilding from source manually

I couldn’t compile the Bull Cow Game, so I tried closing the window and opening it again. When I did, the engine would not let me open the project. I have tried the following :

  1. Deleting the Saved, Intermediate and Binaries
  2. Opening the project from unreal ( opening unreal first, then loading the project)
    It keeps giving the following error.

Here is the error log :

og file open, 03/19/20 10:20:48
LogWindows: Failed to load ‘aqProf.dll’ (GetLastError=126)
LogWindows: File ‘aqProf.dll’ does not exist
LogWindows: Failed to load ‘VtuneApi.dll’ (GetLastError=126)
LogWindows: File ‘VtuneApi.dll’ does not exist
LogWindows: Failed to load ‘VtuneApi32e.dll’ (GetLastError=126)
LogWindows: File ‘VtuneApi32e.dll’ does not exist
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
LogInit: Display: Running engine for game: BullCowGame
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPlatformFile: Not using cached read wrapper
LogTaskGraph: Started task graph with 5 named threads and 23 total threads with 3 sets of task threads.
LogStats: Stats thread started at 0.422327
LogD3D11RHI: Loaded GFSDK_Aftermath_Lib.x64.dll
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: -8:00, Platform Override: ‘’
LogPluginManager: Mounting plugin Paper2D
LogPluginManager: Mounting plugin AISupport
LogPluginManager: Mounting plugin LightPropagationVolume
LogPluginManager: Mounting plugin ActorLayerUtilities
LogPluginManager: Mounting plugin AnimationSharing
LogPluginManager: Mounting plugin CLionSourceCodeAccess
LogPluginManager: Mounting plugin CodeLiteSourceCodeAccess
LogPluginManager: Mounting plugin GitSourceControl
LogPluginManager: Mounting plugin KDevelopSourceCodeAccess
LogPluginManager: Mounting plugin NullSourceCodeAccess
LogPluginManager: Mounting plugin PerforceSourceControl
LogPluginManager: Mounting plugin SubversionSourceControl
LogPluginManager: Mounting plugin UObjectPlugin
LogPluginManager: Mounting plugin VisualStudioCodeSourceCodeAccess
LogPluginManager: Mounting plugin VisualStudioSourceCodeAccess
LogPluginManager: Mounting plugin XCodeSourceCodeAccess
LogPluginManager: Mounting plugin AssetManagerEditor
LogPluginManager: Mounting plugin CryptoKeys
LogPluginManager: Mounting plugin DataValidation
LogPluginManager: Mounting plugin FacialAnimation
LogPluginManager: Mounting plugin GameplayTagsEditor
LogPluginManager: Mounting plugin MacGraphicsSwitching
LogPluginManager: Mounting plugin MaterialAnalyzer
LogPluginManager: Mounting plugin MobileLauncherProfileWizard
LogPluginManager: Mounting plugin PluginBrowser
LogPluginManager: Mounting plugin SpeedTreeImporter
LogPluginManager: Mounting plugin DatasmithContent
LogPluginManager: Mounting plugin VariantManagerContent
LogPluginManager: Mounting plugin AlembicImporter
LogPluginManager: Mounting plugin AppleImageUtils
LogPluginManager: Mounting plugin AppleVision
LogPluginManager: Mounting plugin BackChannel
LogPluginManager: Mounting plugin CharacterAI
LogPluginManager: Mounting plugin GeometryCache
LogPluginManager: Mounting plugin HTML5Networking
LogPluginManager: Mounting plugin ProxyLODPlugin
LogPluginManager: Mounting plugin SkeletalReduction
LogPluginManager: Mounting plugin MagicLeap
LogPluginManager: Mounting plugin MagicLeapMedia
LogPluginManager: Mounting plugin AndroidMedia
LogPluginManager: Mounting plugin AvfMedia
LogPluginManager: Mounting plugin ImgMedia
LogPluginManager: Mounting plugin LinearTimecode
LogPluginManager: Mounting plugin MediaCompositing
LogPluginManager: Mounting plugin MediaPlayerEditor
LogPluginManager: Mounting plugin WebMMedia
LogPluginManager: Mounting plugin WmfMedia
LogPluginManager: Mounting plugin TcpMessaging
LogPluginManager: Mounting plugin UdpMessaging
LogPluginManager: Mounting plugin ActorSequence
LogPluginManager: Mounting plugin LevelSequenceEditor
LogPluginManager: Mounting plugin MatineeToLevelSequence
LogPluginManager: Mounting plugin NetcodeUnitTest
LogPluginManager: Mounting plugin NUTUnrealEngine4
LogPluginManager: Mounting plugin OnlineSubsystemGooglePlay
LogPluginManager: Mounting plugin OnlineSubsystemIOS
LogPluginManager: Mounting plugin OnlineSubsystem
LogPluginManager: Mounting plugin OnlineSubsystemNull
LogPluginManager: Mounting plugin OnlineSubsystemUtils
LogPluginManager: Mounting plugin LauncherChunkInstaller
LogPluginManager: Mounting plugin AndroidDeviceProfileSelector
LogPluginManager: Mounting plugin AndroidMoviePlayer
LogPluginManager: Mounting plugin AndroidPermission
LogPluginManager: Mounting plugin AppleMoviePlayer
LogPluginManager: Mounting plugin ArchVisCharacter
LogPluginManager: Mounting plugin AudioCapture
LogPluginManager: Mounting plugin CableComponent
LogPluginManager: Mounting plugin CustomMeshComponent
LogPluginManager: Mounting plugin EditableMesh
LogPluginManager: Mounting plugin ExampleDeviceProfileSelector
LogPluginManager: Mounting plugin Firebase
LogPluginManager: Mounting plugin GoogleCloudMessaging
LogPluginManager: Mounting plugin IOSDeviceProfileSelector
LogPluginManager: Mounting plugin LinuxDeviceProfileSelector
LogPluginManager: Mounting plugin LocationServicesBPLibrary
LogPluginManager: Mounting plugin MobilePatchingUtils
LogPluginManager: Mounting plugin OculusVR
LogPluginManager: Mounting plugin PhysXVehicles
LogPluginManager: Mounting plugin ProceduralMeshComponent
LogPluginManager: Mounting plugin RuntimePhysXCooking
LogPluginManager: Mounting plugin SignificanceManager
LogPluginManager: Mounting plugin SteamVR
LogPluginManager: Mounting plugin WebMMoviePlayer
LogPluginManager: Mounting plugin WindowsMoviePlayer
LogInit: Warning: Incompatible or missing module: BullCowGame
Running C:/Users/Coding/Downloads/UE_4.22/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project=“C:/Users/Coding/Desktop/BullCowGame-starter-kit/BullCowGame.uproject” -TargetType=Editor -Progress -NoHotReloadFromIDE
Creating makefile for BullCowGameEditor (ini files are newer than makefile)
@progress push 5%
@progress pop
Using Visual Studio 2019 14.25.28610 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.25.28610) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Building 4 actions with 8 processes…
@progress ‘Compiling C++ source code…’ 0%
@progress ‘Compiling C++ source code…’ 25%
[1/4] BullCowCartridge.cpp
C:\Users\Coding\Downloads\UE_4.22\Engine\Source\Runtime\Core\Public\Containers/UnrealString.h(1393): error C2338: Invalid argument(s) passed to FString::Printf
C:\Users\Coding\Desktop\BullCowGame-starter-kit\Source\BullCowGame\Console/Cartridge.h(24): note: see reference to function template instantiation ‘FString FString::Printf<TCHAR[13],FString>(const FmtType (&),FString)’ being compiled
with
[
FmtType=TCHAR [13]
]
C:\Users\Coding\Desktop\BullCowGame-starter-kit\Source\BullCowGame\BullCowCartridge.cpp(30): note: see reference to function template instantiation ‘void UCartridge::PrintLine<13,FString>(const TCHAR (&)[13],FString) const’ being compiled
C:\Users\Coding\Downloads\UE_4.22\Engine\Source\Runtime\Core\Public\Containers/UnrealString.h(1395): error C4840: non-portable use of class ‘FString’ as an argument to a variadic function
C:\Users\Coding\Downloads\UE_4.22\Engine\Source\Runtime\Core\Public\Containers/UnrealString.h(1395): note: ‘FString::FString’ is non-trivial
C:\Users\Coding\Downloads\UE_4.22\Engine\Source\Runtime\Core\Public\Containers/UnrealString.h(73): note: see declaration of ‘FString::FString’
C:\Users\Coding\Downloads\UE_4.22\Engine\Source\Runtime\Core\Public\Containers/UnrealString.h(1395): note: the constructor and destructor will not be called; a bitwise copy of the class will be passed as the argument
C:\Users\Coding\Downloads\UE_4.22\Engine\Source\Runtime\Core\Public\Windows/WindowsCriticalSection.h(9): note: see declaration of ‘FString’
LogInit: Warning: Still incompatible or missing module: BullCowGame
LogExit: Preparing to exit.
LogModuleManager: Shutting down and abandoning module DesktopPlatform (40)
LogModuleManager: Shutting down and abandoning module AnimationModifiers (38)
LogModuleManager: Shutting down and abandoning module PropertyEditor (37)
LogModuleManager: Shutting down and abandoning module AudioEditor (34)
LogModuleManager: Shutting down and abandoning module TextureCompressor (32)
LogModuleManager: Shutting down and abandoning module RenderCore (30)
LogModuleManager: Shutting down and abandoning module Landscape (28)
LogModuleManager: Shutting down and abandoning module SlateRHIRenderer (26)
LogModuleManager: Shutting down and abandoning module OpenGLDrv (24)
LogModuleManager: Shutting down and abandoning module D3D11RHI (22)
LogModuleManager: Shutting down and abandoning module AnimGraphRuntime (20)
LogModuleManager: Shutting down and abandoning module Renderer (18)
LogModuleManager: Shutting down and abandoning module Engine (16)
LogModuleManager: Shutting down and abandoning module CoreUObject (14)
LogModuleManager: Shutting down and abandoning module NetworkFile (12)
LogModuleManager: Shutting down and abandoning module CookedIterativeFile (10)
LogModuleManager: Shutting down and abandoning module StreamingFile (8)
LogModuleManager: Shutting down and abandoning module SandboxFile (6)
LogModuleManager: Shutting down and abandoning module PakFile (4)
LogModuleManager: Shutting down and abandoning module RSA (3)
LogExit: Exiting.
Log file closed, 03/19/20 10:21:34

As you can see, I have tried many times. What is wrong?
Thanks in advance,
Your fellow student

You’re probably missing the TEXT macro on line 30 of BullCowCartridge.cpp. If it’s not that could you post lines 29-31?

Here are the lines:

PrintLine(TEXT(“You have run out of lives!”)); // Dictating user has lost
PrintLine(TEXT(“The word was”), HiddenWord); // Telling user the word
PrintLine(TEXT(“Press enter to play again?”)); // Asking user to play again

Im in the middle of the course, I know that the play again should probably go somewhere else, but Im leaving it here for now.

Ah in that case you’re missing * for HiddenWord

what do you mean?

PrintLine(TEXT(“The word was”), *HiddenWord); // Telling user the word

Ok, ill try that.

Thank you so much, it was very kind to help!

1 Like

@DanM, does the * need to be done everytime for every var? Im not sure if I should do the same thing for the lives. ( It’s not giving me an error, but the lives are not printing)

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