[Mono-ue] Anyone had any success with anything except Play In Editor?

Michael Hutchinson m.j.hutchinson at gmail.com
Thu Jan 8 22:40:35 UTC 2015


The /Script/... is not a real folder, it's an internal "path" under
which the exported C# classes are registered.

If the Mono plugin fails to register the classes for some reason then
UE would be unable to resolve references to them resulting in error
messages like this. Are there any LogMono errors in the log?

- m

On 21 December 2014 at 03:03, M S <stick100 at hotmail.com> wrote:
> I've spent several more hours and attempts at getting any Xamarin behavior
> working in any setting besides play in editor.  When I run from Xamarin
> studio I'll see the mesh that should spin, but it won't spin (and therefore
> won't hit any breakpoints).  I'll also get  dozens of copies of these
> messages from Xamarain studio if I attempt to run from Xamarin studio.
>
> [2014.12.21-07.54.59:242][  0]LogUObjectGlobals:Warning: Failed to load
> '/Script/NewCodeFlyingMono': Can't find file for asset
> '/Script/NewCodeFlyingMono' while loading NULL.
> [2014.12.21-07.54.59:242][  0]LogLinker:Warning: Can't find file
> '/Script/NewCodeFlyingMono'
> [2014.12.21-07.54.59:242][  0]LoadErrors: Info Failed to load
> /Script/NewCodeFlyingMono.TestActor Referenced by PersistentLevel
>
> From what I've been able to discern the /Script/ folder references a
> location where Blueprints are placed.  Is it possible that Xamarin for
> Unreal is not actually building the Blueprint that are needed to be picked
> up?  I attempted to alievate this issue by making a Script folder and
> placing copies of the .cs files into nearly every directory under the tree I
> could find, but it didn't seem to help.  I'm still curious if anyone has
> ever gotten any kind of Xamarin behavior to work in any scenario outside of
> Play in Editor.  All of the videos show play in editor only.  I'm guessing
> at least that one gentleman that had the issue hitting break points must
> have gotten it working.
>
> Thanks,
> Mark Sebesta
>
>> From: m.j.hutchinson at gmail.com
>> Date: Wed, 10 Dec 2014 11:54:09 -0500
>
>> To: stick100 at hotmail.com
>> CC: mono-ue at lists.ximian.com
>> Subject: Re: [Mono-ue] Anyone had any success with anything except Play In
>> Editor?
>>
>> The issue seems to be the runtime error "Failed to create shadow copy"
>> error is preventing the new editor process from loading the dlls. I
>> have seen this a few times, but not consistently enough to be able to
>> debug it. It seems to be something to do with having multiple
>> processes. If anyone finds any clues as to how to reproduce it
>> reliably that would be really helpful.
>>
>> You mentioned building the "Development Client" configuration. The
>> configurations in the Visual Studio solution map into
>> configuration/target pairs when it invokes the Unreal Build tool. The
>> first part is the configuration, the second part if the target - and
>> if there is not a second part, it is implicitly the "Game" target.
>>
>> e.g
>> "Development" -> Config=Development, Target=UE4Game
>> "Development Editor" -> Config=Development, Target=UE4Editor
>> "Development Client" -> Config=Development, Target=UE4Client
>> "Development Server" -> Config=Development, Target=UE4Server
>>
>> These all result in different sets of binaries.
>>
>> The UE4Game binaries are the ones used when you "stage" a build using
>> the "File->Package Project" from the Unreal Editor. This should work
>> as long as you have built the Game target for the configuration you
>> package - we have implemented support for staging the Mono runtime and
>> assemblies into the game package.
>>
>> We haven't yet tested the UE4Client/UE4Server targets, since setting
>> them up is somewhat more complex.
>>
>>
>> On 10 December 2014 at 06:50, M S <stick100 at hotmail.com> wrote:
>> > What do you mean stage a "Game" build? Is that just using the "Launch"
>> > button or UEF to make a build?
>> >
>> > If I "debug" from XS I do not hit any break points. It appears to have
>> > loaded an older version of the map. I did find the line:
>> >
>> > Cmd: OBJ SAVEPACKAGE
>> > PACKAGE="/Game/Maps/Example_Map" FILE="../../../../Unreal
>> > Projects/NewCodeFlying/Saved/Autosaves/Game/Maps/UEDPCExample_Map.umap"
>> > SILENT=true AUTOSAVING=true KEEPDIRTY=true
>> >
>> > Appears in the output log of the Unreal Editor the second I debug from
>> > XS.
>> >
>> > In the XS output I have the following errors (that were highlighted in
>> > red):
>> >
>> > [2014.12.10-11.40.25:359][ 0]MonoErrors: New page: Mono Runtime Errors
>> >
>> > [2014.12.10-11.40.25:892][ 0]MonoErrors:Error: Error '../../../../Unreal
>> >
>> > Projects/NewCodeFlying/Binaries/MonoGameAssemblies/NewCodeFlyingMono.dll':
>> > System.ExecutionEngineException: Failed to create shadow copy
>> > (CopyFile).
>> > at (wrapper managed-to-native) System.AppDomain:LoadAssembly
>> > (System.AppDomain,string,System.Security.Policy.Evidence,bool)
>> > at System.AppDomain.Load (System.String assemblyString,
>> > System.Security.Policy.Evidence assemblySecurity, Boolean refonly)
>> > [0x00027]
>> > in /Users/michael/Mono/mono/mcs/class/corlib/System/AppDomain.cs:800
>> > at System.AppDomain.Load (System.String assemblyString) [0x00000] in
>> > /Users/michael/Mono/mono/mcs/class/corlib/System/AppDomain.cs:781
>> > at (wrapper remoting-invoke-with-check) System.AppDomain:Load (string)
>> > at System.Reflection.Assembly.Load (System.String assemblyString)
>> > [0x00000] in
>> >
>> > /Users/michael/Mono/mono/mcs/class/corlib/System.Reflection/Assembly.cs:541
>> > at UnrealEngine.Runtime.Bindings.LoadAssembly (System.String
>> > assemblyName)
>> > [0x00000] in <filename unknown>:0
>> >
>> > [2014.12.10-11.40.28:541][ 0]LoadErrors: Info Failed to load
>> > /Script/NewCodeFlyingMono.TestActor Referenced by PersistentLevel
>> >
>> > [2014.12.10-11.40.28:541][ 0]LoadErrors: Info Failed to load
>> > /Script/NewCodeFlyingMono.TestActor Referenced by PersistentLevel
>> >
>> > I've attached the whole log from XS in the txt file.
>> >
>> >> From: m.j.hutchinson at gmail.com
>> >> Date: Tue, 9 Dec 2014 14:58:20 -0500
>> >> To: stick100 at hotmail.com
>> >> CC: mono-ue at lists.ximian.com
>> >> Subject: Re: [Mono-ue] Anyone had any success with anything except Play
>> >> In
>> >> Editor?
>> >
>> >>
>> >> We've mainly been focused on the "Editor" build, the "Client"/"Server"
>> >> targets are not something we've tested. However, if you stage a "Game"
>> >> build that should work.
>> >>
>> >> When debugging from Xamarin Studio, we actually instruct the editor to
>> >> start a new standalone process and connect the debugger to that, so it
>> >> shoudn't be affected by existing editor state. The log output of that
>> >> gets written to a log file and XS tries to read that into the
>> >> "Application Output" pad - do you see any errors there?
>> >>
>> >> Sorry about Ludum Dare :/
>> >>
>> >> - m
>> >>
>> >> On 7 December 2014 at 15:48, M S <stick100 at hotmail.com> wrote:
>> >> > Has anyone had any success with anything except Play In Editor? I've
>> >> > built
>> >> > from 4.4 source several times with the patches probably spent around
>> >> > 10
>> >> > hours building/patching and the best I've ever gotten is a build that
>> >> > will
>> >> > take my scripts and not hot reload (but stop the session and apply).
>> >> > However if I debug from Xamarin Studio I don't hit breakpoints
>> >> > because
>> >> > something is causing an old map to be used (without the new test
>> >> > actor).
>> >> > I
>> >> > can see a line in the output log that says "Cmd: OBJ SAVEPACKAGE
>> >> > PACKAGE="/Game/Maps/Example_Map" FILE="../../../../Unreal
>> >> >
>> >> > Projects/NewCodeFlying/Saved/Autosaves/Game/Maps/UEDPCExample_Map.umap"
>> >> > SILENT=true AUTOSAVING=true KEEPDIRTY=true" when I debug from Xamarin
>> >> > studio. For some reason it want's to revert my save file.
>> >> >
>> >> > Best I've been able to do when hitting the "launch" button is that it
>> >> > will
>> >> > launch to a black screen and throw an assertion.
>> >> >
>> >> > Best I can do for building the "Development Client" is that I got it
>> >> > to
>> >> > launch with my map, but the Xamarin behavior is not acting (chair not
>> >> > spinning).
>> >> >
>> >> > TLDR: I can get Xamarin behavior working in the Editor Play Session
>> >> > but
>> >> > that's it so far.
>> >> >
>> >> > Has anyone actually gotten an independent .exe file with any Xamarin
>> >> > behavior to be built yet?
>> >> >
>> >> > I had hoped to build something for Ludum Dare but I've spent all
>> >> > weekend
>> >> > just trying to get a single .exe build with any kind of Xamarin
>> >> > behavior.
>> >> >
>> >> > Thanks,
>> >> > Mark Sebesta
>> >> >
>> >> > _______________________________________________
>> >> > Mono-ue mailing list
>> >> > Mono-ue at lists.ximian.com
>> >> > http://lists.ximian.com/mailman/listinfo/mono-ue
>> >> >
>> >>
>> >>
>> >>
>> >> --
>> >> Michael Hutchinson ~ https://mhut.ch
>> >> _______________________________________________
>> >> Mono-ue mailing list
>> >> Mono-ue at lists.ximian.com
>> >> http://lists.ximian.com/mailman/listinfo/mono-ue
>>
>>
>>
>> --
>> Michael Hutchinson ~ https://mhut.ch
>> _______________________________________________
>> Mono-ue mailing list
>> Mono-ue at lists.ximian.com
>> http://lists.ximian.com/mailman/listinfo/mono-ue



-- 
Michael Hutchinson ~ https://mhut.ch


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