Compiling problem

Guys, i’am trying to do the class and following the steps, and i had the vsCode “red esquiguels” as the guys had called it, só i try the intellissense fix and as soon as i try to compile my code it compile for more than 10 minutes and i cancel it, i tryied to research and fix it but i could not get it to work, i had to remove the settings change, disable the extension, close everything delete the binaries in the project, re-open it to get it to work properly, can you guys help me understand what happened ?

“log” i could not put all the log in here

[2022.03.03-21.47.05:842][ 91]CompilerResultsLog: New page: Compilation - 3 de mar de 2022 15:47:05
[2022.03.03-21.47.05:842][ 91]CompilerResultsLog: Building BullCowGameEditor…
[2022.03.03-21.47.05:842][ 91]CompilerResultsLog: Using Visual Studio 2019 14.29.30038 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30037) and Windows 10.0.19041.0 SDK (C:\Program Files (x86)\Windows Kits\10).
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: [Upgrade]
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: [Upgrade] Using backward-compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes:
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: [Upgrade] bLegacyPublicIncludePaths = false => Omits subfolders from public include paths to reduce compiler command line length. (Previously: true).
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: [Upgrade] ShadowVariableWarningLevel = WarningLevel.Error => Treats shadowed variable warnings as errors. (Previously: WarningLevel.Warning).
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: [Upgrade] PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs => Set in build.cs files to enables IWYU-style PCH model. See https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/IWYU/index.html. (Previously: PCHUsageMode.UseSharedPCHs).
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: [Upgrade] Suppress this message by setting ‘DefaultBuildSettings = BuildSettingsVersion.V2;’ in BullCowGameEditor.Target.cs, and explicitly overriding settings that differ from the new defaults.
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: [Upgrade]
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: Building 4 actions with 4 processes…
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: [1/4] BullCowCartridge.cpp
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: ??: ??? ???: C:\Users\luant\Documents\Unreal Projects\BullCowGame-starter-kit 4.27\Intermediate\Build\Win64\UE4Editor\Development\BullCowGame\Definitions.BullCowGame.h
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: ??: ??? ???: C:\Users\luant\Documents\Unreal Projects\BullCowGame-starter-kit 4.27\Source\BullCowGame\BullCowCartridge.h
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: ??: ??? ???: C:\Users\luant\Documents\Unreal Projects\BullCowGame-starter-kit 4.27\Source\BullCowGame\Console/Cartridge.h
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: ??: ??? ???: C:\Users\luant\Documents\Unreal Projects\BullCowGame-starter-kit 4.27\Intermediate\Build\Win64\UE4Editor\Inc\BullCowGame\Cartridge.generated.h
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: ??: ??? ???: C:\Users\luant\Documents\Unreal Projects\BullCowGame-starter-kit 4.27\Intermediate\Build\Win64\UE4Editor\Inc\BullCowGame\BullCowCartridge.generated.h
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: [2/4] UE4Editor-BullCowGame-1559.lib
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: ??? C:\Users\luant\Documents\Unreal Projects\BullCowGame-starter-kit 4.27\Intermediate\Build\Win64\UE4Editor\Development\BullCowGame\UE4Editor-BullCowGame-1559.lib ??? C:\Users\luant\Documents\Unreal Projects\BullCowGame-starter-kit 4.27\Intermediate\Build\Win64\UE4Editor\Development\BullCowGame\UE4Editor-BullCowGame-1559.exp ???
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: [3/4] UE4Editor-BullCowGame-1559.dll
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: ??? C:\Users\luant\Documents\Unreal Projects\BullCowGame-starter-kit 4.27\Intermediate\Build\Win64\UE4Editor\Development\BullCowGame\UE4Editor-BullCowGame-1559.suppressed.lib ??? C:\Users\luant\Documents\Unreal Projects\BullCowGame-starter-kit 4.27\Intermediate\Build\Win64\UE4Editor\Development\BullCowGame\UE4Editor-BullCowGame-1559.suppressed.exp ???
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: [4/4] BullCowGameEditor.target
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: Total time in Parallel executor: 12,89 seconds
[2022.03.03-21.47.05:843][ 91]CompilerResultsLog: Total execution time: 15,70 seconds
[2022.03.03-21.47.05:843][ 91]LogMainFrame: MainFrame: Module compiling took 18.061 seconds
[2022.03.03-21.47.05:886][ 91]LogNativeClassHierarchy: Verbose: Native class hierarchy updated for ‘BullCowGame’ in 0.0005 seconds. Added 4 classes and 3 folders.
[2022.03.03-21.47.05:891][ 91]Display: HotReload successful (3 functions remapped 0 scriptstructs remapped)
[2022.03.03-21.47.06:006][ 91]LogNativeClassHierarchy: Verbose: Native class hierarchy populated in 0.0195 seconds. Added 3826 classes and 931 folders.
[2022.03.03-21.47.06:007][ 91]Display: HotReload took 18.2s.
[2022.03.03-21.47.12:647][487]LogTemp: Repeating last play command: Selected Viewport
[2022.03.03-21.47.12:656][487]LogPlayLevel: PlayLevel: No blueprints needed recompiling
[2022.03.03-21.47.12:656][487]PIE: New page: PIE session: Level1 (3 de mar de 2022 15:47:12)
[2022.03.03-21.47.12:656][487]LogPlayLevel: Creating play world package: /Game/Levels/UEDPIE_0_Level1
[2022.03.03-21.47.12:711][487]LogPlayLevel: PIE: StaticDuplicateObject took: (0.054754s)
[2022.03.03-21.47.12:714][487]LogAIModule: Creating AISystem for world Level1
[2022.03.03-21.47.12:840][487]LogPlayLevel: PIE: World Init took: (0.129066s)
[2022.03.03-21.47.12:841][487]LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/Levels/Level1.Level1 to /Game/Levels/UEDPIE_0_Level1.Level1 (0.184234s)
[2022.03.03-21.47.12:919][487]LogUObjectHash: Compacting FUObjectHashTables data took 1.35ms
[2022.03.03-21.47.12:921][487]LogAudio: Display: Creating Audio Device: Id: 3, Scope: Unique, Realtime: True
[2022.03.03-21.47.12:921][487]LogAudioMixer: Display: Audio Mixer Platform Settings:
[2022.03.03-21.47.12:921][487]LogAudioMixer: Display: Sample Rate: 48000
[2022.03.03-21.47.12:921][487]LogAudioMixer: Display: Callback Buffer Frame Size Requested: 1024
[2022.03.03-21.47.12:921][487]LogAudioMixer: Display: Callback Buffer Frame Size To Use: 1024
[2022.03.03-21.47.12:921][487]LogAudioMixer: Display: Number of buffers to queue: 2
[2022.03.03-21.47.12:921][487]LogAudioMixer: Display: Max Channels (voices): 32
[2022.03.03-21.47.12:921][487]LogAudioMixer: Display: Number of Async Source Workers: 0
[2022.03.03-21.47.12:921][487]LogAudio: Display: AudioDevice MaxSources: 32
[2022.03.03-21.47.12:922][487]LogAudio: Display: Audio Spatialization Plugin: None (built-in).
[2022.03.03-21.47.12:922][487]LogAudio: Display: Audio Reverb Plugin: None (built-in).
[2022.03.03-21.47.12:922][487]LogAudio: Display: Audio Occlusion Plugin: None (built-in).
[2022.03.03-21.47.12:922][487]LogAudioMixer: Display: Initializing audio mixer.
[2022.03.03-21.47.12:927][487]LogAudioMixer: Display: 0: FrontLeft
[2022.03.03-21.47.12:927][487]LogAudioMixer: Display: 1: FrontRight
[2022.03.03-21.47.12:942][487]LogAudioMixer: Display: Using Audio Device headset (High Definition Audio Device)
[2022.03.03-21.47.12:943][487]LogAudioMixer: Display: Initializing Sound Submixes…
[2022.03.03-21.47.12:943][487]LogAudioMixer: Display: Creating Master Submix ‘MasterSubmixDefault’
[2022.03.03-21.47.12:943][487]LogAudioMixer: Display: Creating Master Submix ‘MasterReverbSubmixDefault’
[2022.03.03-21.47.12:944][487]LogAudioMixer: Display: Creating Master Submix ‘MasterEQSubmixDefault’
[2022.03.03-21.47.12:944][487]LogAudioMixer: FMixerPlatformXAudio2::StartAudioStream() called
[2022.03.03-21.47.12:944][487]LogAudioMixer: Display: Output buffers initialized: Frames=1024, Channels=2, Samples=2048
[2022.03.03-21.47.12:946][487]LogAudioMixer: Display: Starting AudioMixerPlatformInterface::RunInternal()
[2022.03.03-21.47.12:946][487]LogAudioMixer: Display: FMixerPlatformXAudio2::SubmitBuffer() called for the first time
[2022.03.03-21.47.12:946][487]LogInit: FAudioDevice initialized.
[2022.03.03-21.47.12:946][487]LogAudio: Display: Audio Device (ID: 3) registered with world ‘Level1’.
[2022.03.03-21.47.13:064][487]LogLoad: Game class is ‘GameModeBase’
[2022.03.03-21.47.13:077][487]LogWorld: Bringing World /Game/Levels/UEDPIE_0_Level1.Level1 up for play (max tick rate 0) at 2022.03.03-18.47.13
[2022.03.03-21.47.13:077][487]LogWorld: Bringing up level for play took: 0.012269
[2022.03.03-21.47.13:078][487]LogOnline: OSS: Creating online subsystem instance for: :Context_4
[2022.03.03-21.47.13:084][487]PIE: Server logged in
[2022.03.03-21.47.13:086][487]PIE: Play in editor total start time 0,431 seconds.
[2022.03.03-21.47.19:389][997]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
[2022.03.03-21.47.19:389][997]LogWorld: BeginTearingDown for /Game/Levels/UEDPIE_0_Level1
[2022.03.03-21.47.19:389][997]LogWorld: UWorld::CleanupWorld for Level1, bSessionEnded=true, bCleanupResources=true
[2022.03.03-21.47.19:391][997]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
[2022.03.03-21.47.19:405][997]LogPlayLevel: Display: Shutting down PIE online subsystems
[2022.03.03-21.47.19:409][997]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
[2022.03.03-21.47.19:425][997]LogAudio: Display: Audio Device unregistered from world ‘None’.
[2022.03.03-21.47.19:425][997]LogAudioMixer: FMixerPlatformXAudio2::StopAudioStream() called
[2022.03.03-21.47.19:427][997]LogAudioMixer: FMixerPlatformXAudio2::StopAudioStream() called
[2022.03.03-21.47.19:431][997]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
[2022.03.03-21.47.19:434][997]LogUObjectHash: Compacting FUObjectHashTables data took 1.49ms
[2022.03.03-21.47.19:500][998]LogPlayLevel: Display: Destroying online subsystem :Context_4

So this is the log in which the problem occurred?

yes, the last part of it, i could not fit all of it in here

It’s possible you had a lot of hot reloaded binaries which caused issues. Do you ever compile with Unreal closed?

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