[BUG]关于UE5.6编译时出现“Microsoft.MakeFile.Targets(44,5): Error MSB3073”问题的解决

原项目时UE5.3的,我把它转换成UE5.6,提前删除了系统生成的中间文件,只保留编译必要的文件,使用UE5.6编译项目时,编译失败,Rider编辑器提示如下问题

bash 复制代码
11>Microsoft.MakeFile.Targets(44,5): Error MSB3073 : 命令""G:\Unreal Engine\UE_5.6\Engine\Build\BatchFiles\Build.bat" AuraEditor Win64 Development -Project="XXXXXXXXXXX" -WaitMutex -FromMsBuild -architecture=x64"已退出,代码为 6。

对应到出问题的代码:

xml 复制代码
<Target Name="Build" DependsOnTargets="PrepareForNMakeBuild;ResolveReferences;GetTargetPath;$(PreNMakeBuildTarget)" Returns="$(NMakeManagedOutput)">
    <VCMessage Code="MSB8005" Type="Warning" Arguments="NMakeBuildCommandLine" Condition="'$(NMakeBuildCommandLine)'==''"/>
    <Exec Command="$(NMakeBuildCommandLine)" Condition="'$(NMakeUseOemCodePage)' == 'true' and '$(NMakeBuildCommandLine)'!=''"/>
    <Exec Command="$(NMakeBuildCommandLine)" UseUtf8Encoding="Always" StdErrEncoding="UTF-8" StdOutEncoding="UTF-8" Condition="'$(NMakeUseOemCodePage)' != 'true' and '$(NMakeBuildCommandLine)'!=''"/>
  </Target>

指向

xml 复制代码
<Exec Command="$(NMakeBuildCommandLine)" Condition="'$(NMakeUseOemCodePage)' == 'true' and '$(NMakeBuildCommandLine)'!=''"/>

我找了一个UE5.6编译成功的项目和当前项目,对比了一下Target.cs文件:

成功的Target.cs文件

csharp 复制代码
// Copyright Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;
using System.Collections.Generic;

public class RPGGameTarget : TargetRules
{
	public RPGGameTarget(TargetInfo Target) : base(Target)
	{
		Type = TargetType.Game;
		DefaultBuildSettings = BuildSettingsVersion.V5;
		IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_6;
		ExtraModuleNames.Add("RPGGame");
	}
}

失败的Target.cs文件

csharp 复制代码
// Copyright Druid Mechanics

using UnrealBuildTool;
using System.Collections.Generic;

public class AuraTarget : TargetRules
{
	public AuraTarget(TargetInfo Target) : base(Target)
	{
		Type = TargetType.Game;
		DefaultBuildSettings = BuildSettingsVersion.V2;

		ExtraModuleNames.AddRange( new string[] { "Aura" } );
	}
}

成功的Editor.Target.cs文件

csharp 复制代码
// Copyright Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;
using System.Collections.Generic;

public class RPGGameEditorTarget : TargetRules
{
	public RPGGameEditorTarget( TargetInfo Target) : base(Target)
	{
		Type = TargetType.Editor;
		DefaultBuildSettings = BuildSettingsVersion.V5;
		IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_6;
		ExtraModuleNames.Add("RPGGame");
	}
}

失败的Editor.Target.cs文件

csharp 复制代码
// Copyright Druid Mechanics

using UnrealBuildTool;
using System.Collections.Generic;

public class AuraEditorTarget : TargetRules
{
	public AuraEditorTarget(TargetInfo Target) : base(Target)
	{
		Type = TargetType.Editor;
		DefaultBuildSettings = BuildSettingsVersion.V2;

		ExtraModuleNames.AddRange( new string[] { "Aura" } );
	}
}

看起来新版本字段上有一些变化,所以将失败的cs文件根据新的字段改写一下:

更新后的Target.cs文件

csharp 复制代码
// Copyright Druid Mechanics

using UnrealBuildTool;
using System.Collections.Generic;

public class AuraTarget : TargetRules
{
	public AuraTarget(TargetInfo Target) : base(Target)
	{
		Type = TargetType.Game;
		DefaultBuildSettings = BuildSettingsVersion.V5;
		IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_6;
		ExtraModuleNames.Add("Aura");
	}
}

更新后的Editor.Target.cs文件

csharp 复制代码
// Copyright Druid Mechanics

using UnrealBuildTool;
using System.Collections.Generic;

public class AuraEditorTarget : TargetRules
{
	public AuraEditorTarget(TargetInfo Target) : base(Target)
	{
		Type = TargetType.Editor;
		DefaultBuildSettings = BuildSettingsVersion.V5;
		IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_6;
		ExtraModuleNames.Add("Aura");
	}
}

删除不必要的中间文件,再用uproject重新生成sln,再次编译

又提示了新的错误:提示只支持uint8

cpp 复制代码
UENUM(BlueprintType)
enum class EEffectApplicationPolicy
{
	ApplyOnOverlap,
	ApplyOnEndOverlap,
	DoNotApply
};

UENUM(BlueprintType)
enum class EEffectRemovalPolicy
{
	RemoveOnEndOverlap,
	DoNotRemove
};

修改后

cpp 复制代码
UENUM(BlueprintType)
enum class EEffectApplicationPolicy: uint8
{
	ApplyOnOverlap,
	ApplyOnEndOverlap,
	DoNotApply
};

UENUM(BlueprintType)
enum class EEffectRemovalPolicy: uint8
{
	RemoveOnEndOverlap,
	DoNotRemove
};

再次编译 又出现新的问题:

cpp 复制代码
11>AuraAbilitySystemLibrary.cpp(465,8): Error C2027 : 使用了未定义类型"FOverlapResult"

参考如下文档:

Gameplay Ability System Course Project - Development Blog

FOverlapResult::FOverlapResult

添加一个头文件:

cpp 复制代码
#include "Engine/OverlapResult.h"

编译成功

相关推荐
史迪仔011220 小时前
[QML] QML IMage图像处理
开发语言·前端·javascript·c++·qt
会编程的土豆21 小时前
【数据结构与算法】再次全面了解LCS底层
开发语言·数据结构·c++·算法
低频电磁之道21 小时前
解决 Windows C++ DLL 导出类不可见的编译错误
c++·windows
吴梓穆1 天前
UE5 无法修改Actor的图层
ue5
初圣魔门首席弟子1 天前
boost配置遇到的bug
bug
君义_noip1 天前
信息学奥赛一本通 4150:【GESP2509七级】⾦币收集 | 洛谷 P14078 [GESP202509 七级] 金币收集
c++·算法·gesp·信息学奥赛·csp-s
Ricky_Theseus1 天前
静态链接与动态链接
c++
GentooEmacs1 天前
UnrealEngine(UE5)阿耳忒弥斯2号绕月飞行模拟
ue5·阿耳忒弥斯2号·绕月飞行·spice星历
澈2071 天前
双指针,数组去重
c++·算法
小辉同志1 天前
207. 课程表
c++·算法·力扣·图论