[Mono-ue] float test

Michael Hutchinson m.j.hutchinson at gmail.com
Tue Dec 2 17:39:56 UTC 2014


What's the the creation and modification time on
Engine\Binaries\ThirdParty\EMono\bin\Win64\monosgen-2.0.dll? We had
some issues with the calling conventions on Win64 and had to fix the
runtime (see patches cherry-picked to
https://github.com/mono-ue/mono/commits/mono-3.10-ue).

- m

On 2 December 2014 at 08:10, Duane Wandless <duane at wandless.net> wrote:
> Please do not click the link. I do not trust the provider.
>
> On Dec 2, 2014 7:32 AM, "Duane Wandless" <duane at wandless.net> wrote:
>>
>> With preview 4 (and 3) I have been unable to have a method like this:
>>
>> [UFunction, BlueprintCallable]
>> public float FloatTest(float invalue)
>> {
>>    Console.WriteLine ("invalue = {0}", invalue);
>>    return invalue * 2.5f;
>> }
>>
>> And then try to call that method from a BP (screenshot).  Note that the
>> invalue should be 2.5, but the output is:
>> LogMono: invalue = 6.586103E-44
>>
>> And I receive a stack like this:
>> > UE4Editor-CoreUObject.dll!UObject::execLocalVariable(FFrame & Stack,
>> > void * const Result) Line 919 C++
>>   UE4Editor-CoreUObject.dll!UObject::ProcessInternal(FFrame & Stack, void
>> * const Result) Line 577 C++
>>   UE4Editor-CoreUObject.dll!UObject::CallFunction(FFrame & Stack, void *
>> const Result, UFunction * Function) Line 495 C++
>>   UE4Editor-CoreUObject.dll!UObject::ProcessInternal(FFrame & Stack, void
>> * const Result) Line 577 C++
>>   UE4Editor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame &
>> Stack, void * const Result) Line 3608 C++
>>   UE4Editor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function,
>> void * Parms) Line 888 C++
>>   UE4Editor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void *
>> Parameters) Line 621 C++
>>   UE4Editor-Engine.dll!AWorldSettings::NotifyBeginPlay() Line 126 C++
>>   UE4Editor-Engine.dll!AGameMode::HandleMatchHasStarted() Line 576 C++
>>   UE4Editor-Engine.dll!AGameMode::SetMatchState(FName NewState) Line 685
>> C++
>>   UE4Editor-Engine.dll!UGameInstance::StartPIEGameInstance(ULocalPlayer *
>> LocalPlayer, bool bInSimulateInEditor, bool bAnyBlueprintErrors, bool
>> bStartInSpectatorMode) Line 214 C++
>>   UE4Editor-UnrealEd.dll!UEditorEngine::CreatePIEGameInstance(int
>> PIEInstance, bool bInSimulateInEditor, bool bAnyBlueprintErrors, bool
>> bStartInSpectatorMode, bool bRunAsDedicated, float PIEStartTime) Line 2489
>> C++
>>   UE4Editor-UnrealEd.dll!UEditorEngine::PlayInEditor(UWorld * InWorld,
>> bool bInSimulateInEditor) Line 1904 C++
>>   UE4Editor-UnrealEd.dll!UEditorEngine::StartQueuedPlayMapRequest() Line
>> 839 C++
>>   UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool
>> bIdleMode) Line 1103 C++
>>   UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool
>> bIdleMode) Line 252 C++
>>   UE4Editor.exe!FEngineLoop::Tick() Line 2097 C++
>>   UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ *
>> hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 133 C++
>>   UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ *
>> hPrevInstance, char * __formal, int nCmdShow) Line 190 C++
>>
>
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-- 
Michael Hutchinson ~ https://mhut.ch


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