Stuck at unreal 4.22 to 4.25 and cannot compile building escape

Could you show your OpenDoor.cpp?

Here it is.

You are missing commas in the UE_LOG after both of the Warning

Thanks corrected that issue.

All good now then?

Couldn’t compile again.

Here’s the new log
Log file open, 07/04/20 16:38:52
LogInit: Display: Running engine for game: BuildingEscape
LogPlatformFile: Not using cached read wrapper
LogTaskGraph: Started task graph with 5 named threads and 14 total threads with 3 sets of task threads.
LogStats: Stats thread started at 1.343122
LogD3D11RHI: Loaded GFSDK_Aftermath_Lib.x64.dll
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +0:00, Platform Override: ‘’
LogPluginManager: Mounting plugin Paper2D
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LogInit: Warning: Incompatible or missing module: BuildingEscape
Running C:/Program Files/Epic Games/UE_4.25/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project=“D:/C_Unreal_course/Building escape/BuildingEscape/BuildingEscape.uproject” -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
@progress push 5%
@progress pop
Building BuildingEscapeEditor…
Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.26.28801) 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 BuildingEscapeEditor.Target.cs, and explicitly overriding settings that differ from the new defaults.
[Upgrade]
Building 4 actions with 4 processes…
@progress ‘Compiling C++ source code…’ 0%
@progress ‘Compiling C++ source code…’ 25%
[1/4] OpenDoor.cpp
D:\C_Unreal_course\Building escape\BuildingEscape\Source\BuildingEscape\OpenDoor.cpp(39): error C2660: ‘AActor::GetActorRotation’: function does not take 1 arguments
C:\Program Files\Epic Games\UE_4.25\Engine\Source\Runtime\Engine\Classes\GameFramework/Actor.h(1763): note: see declaration of ‘AActor::GetActorRotation’
LogInit: Warning: Still incompatible or missing module: BuildingEscape

rror C2660: ‘AActor::GetActorRotation’: function does not take 1 arguments

That seems to be the error.

Thanks for helping

That would mean you have something like GetActorRotation(2) instead of GetActorRotation() as that function doesn’t take any arguments.

The only problem I think would be GetActorRotation(DoorRotation)

Capture

Yes, that would be the issue. You want set not get there.

Thanks, I can open the editor and complie but it appears that i’ve lost my level but i can rebuild that in no time.

Thanks

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