Error in GENERATED_BODY() that is in BullCowCartridge.h

I had an error in the #include “CoreMinimal.h” that is in the HiddenWordList.h and I saw someone say in the discussions that I should go into unreal and refresh visual studio code project, so I did and it fixed that error but now in BullCowCartridge.h there is a new error with GENERATED_BODY() and I don’t know how to fix it. Any help would be greatly appreciated thanks

!

Screenshot (6)|690x388

Whilst annoying you should be able to just ignore that. It usually resolves itself eventually.

1 Like

The error with GeneratedBody() has actually gone away but now when I compile in unreal I get "error c2143 syntax error: missing ‘;’ before “template<” "

Could you post the full compilation output as well as any line numbers it talks about?

Yes here it is, sorry about the other thread.


and here is line 89 of Cartridge.generated.h

Could you post the full contents of that file and Cartridge.h?

I took screenshots of them both I don’t know any other way to share them. Sorry if that is inconvenient.
BullCowCartridge.h:

BullCowCartdridge.generated.h:




While I was taking the screenshots an error on line 89 appeared in StaticClass<class and then it disappeared, and then on line 12 the line that says #error “BullCowCartridge.generated.h already included, missing ‘#pragma once’ in BullCowCartridge.h” blurred out. I don’t know what any of that means and if there is a better way to send you these files please let me know thanks for your patience.

Doesn’t seem like anything wrong. Could you try doing a rebuild? In VS Code with Unreal closed.

Ctrl + Shift + B > ProjectNameEditor Platform Development Rebuild

Where ProjectName is the name of your project and Platform is the platform you’re targeting e.g. Win64

I did what you said and clicked BullCowGameEditor Win64 Development Rebuild and it got to the point where it said press any key to close the terminal so I did and now when I open unreal it says:


and the I click yes and it says:

Could you provide the log that’s in your projects Saved > Logs folder?

There are a lot of files in my logs folder, I am not sure which one to share and I’m also not sure how to share it so I picked the one with the most recent date and copy and pasted it. if there is a better way to do this please let me know. Thanks

Log file open, 03/23/21 13:50:42
LogInit: LLM is enabled
LogInit: LLM CsvWriter: off TraceWriter: off
LogInit: Display: Running engine for game: BullCowGame3
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 0.266408
LogD3D11RHI: Loaded GFSDK_Aftermath_Lib.x64.dll
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: -8:00, Platform Override: ‘’
LogPluginManager: Mounting plugin MeshPainting
LogPluginManager: Mounting plugin XGEController
LogPluginManager: Mounting plugin AISupport
LogPluginManager: Mounting plugin Paper2D
LogPluginManager: Mounting plugin EnvironmentQueryEditor
LogPluginManager: Mounting plugin LightPropagationVolume
LogPluginManager: Mounting plugin AnimationSharing
LogPluginManager: Mounting plugin CLionSourceCodeAccess
LogPluginManager: Mounting plugin GitSourceControl
LogPluginManager: Mounting plugin KDevelopSourceCodeAccess
LogPluginManager: Mounting plugin CodeLiteSourceCodeAccess
LogPluginManager: Mounting plugin NullSourceCodeAccess
LogPluginManager: Mounting plugin PlasticSourceControl
LogPluginManager: Mounting plugin PluginUtils
LogPluginManager: Mounting plugin PerforceSourceControl
LogPluginManager: Mounting plugin PropertyAccessNode
LogPluginManager: Mounting plugin RiderSourceCodeAccess
LogPluginManager: Mounting plugin SubversionSourceControl
LogPluginManager: Mounting plugin UObjectPlugin
LogPluginManager: Mounting plugin VisualStudioCodeSourceCodeAccess
LogPluginManager: Mounting plugin VisualStudioSourceCodeAccess
LogPluginManager: Mounting plugin AssetManagerEditor
LogPluginManager: Mounting plugin XCodeSourceCodeAccess
LogPluginManager: Mounting plugin CryptoKeys
LogPluginManager: Mounting plugin DataValidation
LogPluginManager: Mounting plugin CurveEditorTools
LogPluginManager: Mounting plugin FacialAnimation
LogPluginManager: Mounting plugin GameplayTagsEditor
LogPluginManager: Mounting plugin GeometryMode
LogPluginManager: Mounting plugin MaterialAnalyzer
LogPluginManager: Mounting plugin MacGraphicsSwitching
LogPluginManager: Mounting plugin MobileLauncherProfileWizard
LogPluginManager: Mounting plugin PluginBrowser
LogPluginManager: Mounting plugin SpeedTreeImporter
LogPluginManager: Mounting plugin DatasmithContent
LogPluginManager: Mounting plugin Niagara
LogPluginManager: Mounting plugin VariantManagerContent
LogPluginManager: Mounting plugin CameraShakePreviewer
LogPluginManager: Mounting plugin UdpMessaging
LogPluginManager: Mounting plugin TcpMessaging
LogPluginManager: Mounting plugin AlembicImporter
LogPluginManager: Mounting plugin OnlineSubsystem
LogPluginManager: Mounting plugin OnlineSubsystemNull
LogPluginManager: Mounting plugin AutomationUtils
LogPluginManager: Mounting plugin OnlineSubsystemUtils
LogPluginManager: Mounting plugin BackChannel
LogPluginManager: Mounting plugin ChaosCloth
LogPluginManager: Mounting plugin ChaosSolverPlugin
LogPluginManager: Mounting plugin ChaosNiagara
LogPluginManager: Mounting plugin ChaosClothEditor
LogPluginManager: Mounting plugin ChaosEditor
LogPluginManager: Mounting plugin CharacterAI
LogPluginManager: Mounting plugin ActorSequence
LogPluginManager: Mounting plugin GeometryCache
LogPluginManager: Mounting plugin LevelSequenceEditor
LogPluginManager: Mounting plugin LuminPlatformFeatures
LogPluginManager: Mounting plugin MatineeToLevelSequence
LogPluginManager: Mounting plugin MagicLeap
LogPluginManager: Mounting plugin TemplateSequence
LogPluginManager: Mounting plugin AndroidMedia
LogPluginManager: Mounting plugin MagicLeapLightEstimation
LogPluginManager: Mounting plugin MagicLeapMedia
LogPluginManager: Mounting plugin MagicLeapPassableWorld
LogPluginManager: Mounting plugin MLSDK
LogPluginManager: Mounting plugin AvfMedia
LogPluginManager: Mounting plugin ImgMedia
LogPluginManager: Mounting plugin MediaCompositing
LogPluginManager: Mounting plugin MediaPlayerEditor
LogPluginManager: Mounting plugin WebMMedia
LogPluginManager: Mounting plugin WmfMedia
LogPluginManager: Mounting plugin LauncherChunkInstaller
LogPluginManager: Mounting plugin GeometryCollectionPlugin
LogPluginManager: Mounting plugin GeometryProcessing
LogPluginManager: Mounting plugin MotoSynth
LogPluginManager: Mounting plugin ActorLayerUtilities
LogPluginManager: Mounting plugin PlanarCut
LogPluginManager: Mounting plugin PlatformCrypto
LogPluginManager: Mounting plugin AndroidDeviceProfileSelector
LogPluginManager: Mounting plugin AndroidMoviePlayer
LogPluginManager: Mounting plugin ProxyLODPlugin
LogPluginManager: Mounting plugin AndroidPermission
LogPluginManager: Mounting plugin AppleImageUtils
LogPluginManager: Mounting plugin SkeletalReduction
LogPluginManager: Mounting plugin AppleMoviePlayer
LogPluginManager: Mounting plugin ArchVisCharacter
LogPluginManager: Mounting plugin AudioCapture
LogPluginManager: Mounting plugin AssetTags
LogPluginManager: Mounting plugin AudioSynesthesia
LogPluginManager: Mounting plugin CableComponent
LogPluginManager: Mounting plugin CustomMeshComponent
LogPluginManager: Mounting plugin ChunkDownloader
LogPluginManager: Mounting plugin EditableMesh
LogPluginManager: Mounting plugin ExampleDeviceProfileSelector
LogPluginManager: Mounting plugin GooglePAD
LogPluginManager: Mounting plugin GoogleCloudMessaging
LogPluginManager: Mounting plugin IOSDeviceProfileSelector
LogPluginManager: Mounting plugin LinuxDeviceProfileSelector
LogPluginManager: Mounting plugin LocationServicesBPLibrary
LogPluginManager: Mounting plugin MobilePatchingUtils
LogPluginManager: Mounting plugin PhysXVehicles
LogPluginManager: Mounting plugin PostSplashScreen
LogPluginManager: Mounting plugin ProceduralMeshComponent
LogPluginManager: Mounting plugin PropertyAccessEditor
LogPluginManager: Mounting plugin SignificanceManager
LogPluginManager: Mounting plugin RuntimePhysXCooking
LogPluginManager: Mounting plugin SoundFields
LogPluginManager: Mounting plugin Synthesis
LogPluginManager: Mounting plugin WebMMoviePlayer
LogPluginManager: Mounting plugin WindowsMoviePlayer
LogPluginManager: Mounting plugin ScreenshotTools
LogPluginManager: Mounting plugin ContentBrowserAssetDataSource
LogPluginManager: Mounting plugin ContentBrowserClassDataSource
LogPluginManager: Mounting plugin OnlineSubsystemGooglePlay
LogPluginManager: Mounting plugin OnlineSubsystemIOS
LogPluginManager: Mounting plugin OculusVR
LogPluginManager: Mounting plugin SteamVR
LogXGEController: Cleaning working directory: C:/Users/teaml/AppData/Local/Temp/UnrealXGEWorkingDir/
LogXGEController: Cannot use XGE Controller as Incredibuild is not installed on this machine.
LogInit: Warning: Incompatible or missing module: BullCowGame
Running C:/Users/teaml/Desktop/Unreal 4.26.1/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project=“C:/Users/teaml/Desktop/BullCowGame3/BullCowGame-starter-kit/BullCowGame3.uproject” -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
@progress push 5%
@progress pop
Building BullCowGameEditor…
Using Visual Studio 2019 14.28.29335 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.28.29333) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
[Upgrade]
[Upgrade] Using backward-compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes:
[Upgrade] bLegacyPublicIncludePaths = false => Omits subfolders from public include paths to reduce compiler command line length. (Previously: true).
[Upgrade] ShadowVariableWarningLevel = WarningLevel.Error => Treats shadowed variable warnings as errors. (Previously: WarningLevel.Warning).
[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).
[Upgrade] Suppress this message by setting ‘DefaultBuildSettings = BuildSettingsVersion.V2;’ in BullCowGameEditor.Target.cs, and explicitly overriding settings that differ from the new defaults.
[Upgrade]
Building 4 actions with 8 processes…
@progress ‘Compiling C++ source code…’ 0%
@progress ‘Compiling C++ source code…’ 25%
[1/4] BullCowCartridge.cpp
C:\Users\teaml\Desktop\BullCowGame3\BullCowGame-starter-kit\Intermediate\Build\Win64\UE4Editor\Inc\BullCowGame\Cartridge.generated.h(89): error C2143: syntax error: missing ‘;’ before ‘‘template<’’
LogInit: Warning: Still incompatible or missing module: BullCowGame
LogCore: Engine exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.
LogModuleManager: Shutting down and abandoning module DesktopPlatform (48)
LogModuleManager: Shutting down and abandoning module PlatformCryptoOpenSSL (46)
LogModuleManager: Shutting down and abandoning module PlatformCryptoTypes (44)
LogModuleManager: Shutting down and abandoning module PlatformCrypto (42)
LogModuleManager: Shutting down and abandoning module XGEController (40)
LogXGEController: Cleaning working directory: C:/Users/teaml/AppData/Local/Temp/UnrealXGEWorkingDir/
LogModuleManager: Shutting down and abandoning module AnimationModifiers (38)
LogModuleManager: Shutting down and abandoning module AudioEditor (36)
LogModuleManager: Shutting down and abandoning module PropertyEditor (35)
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, 03/23/21 13:50:53

Try removing the HiddenWordList.h from your header file add it to your cpp file.

Yea I thought that to and changed it early on but it still didn’t work.

Yeah I’m a bit lost.

Would you mind sending me your project using the following link?

https://gdev.tv/projectupload

Please use File > Package Project > Zip Up Project within Unreal as this will ensure only required files are zipped up and things like the Binaries are excluded.

Having that include there might have messed some stuff up still.

Close the UE4 editor and close VSCode.
Then go into your project’s Intermediate directory and delete the Build folder. Then go into VSCode and Rebuild.

Make sure you Rebuild/Build with the Editor version:
BuildingEscapeEditor Win64 Development Rebuild

You can see the BuildingEscape has Editor on the end. If I’m not debugging I use the Development option. If this fixes it you can go back to using Build instead of Rebuild so it builds faster by only building what you’ve changed.

@DanM I can’t open the project at the moment. Is there another way I could do this?

@boocs I don’t know how to rebuild I’m very new to this.

I’m an idiot🤦‍♂️.

Use something like 7Zip to zip it up. Select only the following file and folders when doing so

Config
Content
Source
ProjectName.uproject

Your replies went to my spam folder so didn’t notice them.

Go to the Terminal menu and choose Run Task or Run Build Task:

  1. Choose the “Editor” version of the task.
    You can see in the pic that Editor is pended on the end of the project name.
  2. Win64 maybe different depending on what you’re type your building.
  3. Choose Development for the Build as you can see in the pic.
  4. Choose Rebuild like the pic. Normally you would use Build though.

Just sent it @DanM and no your fine lol

Privacy & Terms