[Mono-ue] Issue Compiling Mono for UnrealEngine
gary at nthdegreegames.com
gary at nthdegreegames.com
Mon Mar 16 23:19:39 UTC 2015
Hey all,
I've successfully downloaded and build UnrealEngine 4.4.3 from the
branch.
I extracted the MonoForUnrealEngine-Preview-8.zip and there was the
plugin for XamarinUE4
I also installed the Addin into Xamarin and Installed the Updates.
there is a section in the README-MONO-FOR-UNREAL-ENGINE.txt file that
states
"
Now open a git terminal in the UnrealEngine directory (you
can do this from the GitHub app) and run the following
commands:
git checkout 4.4
git checkout -b 4.4-xamarin
git am Engine/Plugins/XamarinUE4/Patches/*
This will create a new branch called "4.4-xamarin" with
the Xamarin patches applies and committed.
"
Everything upto this point seams to have worked correctly.
This has me a little confused and when using Git Shell (opens Windows
PowerShell)
I goto my UnrealEngine-4.4 folder and type
git checkout 4.4 and I get a did not match an files error
When trying the git checkout -b 4.4-xamarin it states Switched to a new
branch '4.4-xamarin'
finally using the git am Engine/Plugins/XamarinUE4/Patches/*
this causes an error with git-am: line 194 No such file or directory.
If I try to compile the source now from VS2013 I get the following error
and I'm unable to compile
Error 1 error CS0234: The type or namespace name 'Linq' does not exist
in the namespace 'System' (are you missing an assembly
reference?) e:\UnrealEngine-4.4\Engine\Plugins\XamarinUE4\MonoRuntime\Source\ThirdParty\mono\EmbeddedMono.Build.cs 7 14 UE4
Error 2 error : UnrealBuildTool encountered an error while compiling
source
files E:\UnrealEngine-4.4\Engine\Intermediate\ProjectFiles\EXEC UE4
Error 3 error MSB3073: The command "..\..\Build\BatchFiles\Build.bat
UE4Editor Win64 Development" exited with code -1. C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 38 5 UE4
I'm so keen to get this working so I can test it both for my companies
game development requirements but for the sake of getting this as a
fully integrated feature within Unreal Engine.
Cheers
Gary
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