One liner: Use VS 2019 not VS 2017.
I was following the Movement SDK for Unreal tutorial from the Meta Quest documents. [Link]
The document leads to this github repo. [Link]
However, after following all instructions at the end of every compilation, I got the LNK2001 error.
1>Building UE4Editor and ShaderCompileWorker...
1>Using Visual Studio 2017 14.16.27048 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.17763.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>Building 9 actions with 16 processes...
1> [1/9] ShaderCompileWorker-ShaderFormatOpenGL.dll
1> Creating library C:\Github\UnrealOculus\Engine\Intermediate\Build\Win64\ShaderCompileWorker\Development\ShaderFormatOpenGL\ShaderCompileWorker-ShaderFormatOpenGL.suppressed.lib and object C:\Github\UnrealOculus\Engine\Intermediate\Build\Win64\ShaderCompileWorker\Development\ShaderFormatOpenGL\ShaderCompileWorker-ShaderFormatOpenGL.suppressed.exp
1>hlslcc_64.lib(ir_function_can_inline.obj) : error LNK2001: unresolved external symbol __CxxFrameHandler4
1>hlslcc_64.lib(ir_print_visitor.obj) : error LNK2001: unresolved external symbol __CxxFrameHandler4
1>hlslcc_64.lib(ir_variable_refcount.obj) : error LNK2001: unresolved external symbol __CxxFrameHandler4
I tried various approaches to check what I suspected.
But after a long time of trials, I finally figured out from this issue that it was a fault of Visual Studio 2017, even though the repository emphasized using VS 2017 in the README. [Link]
Don't believe the repository itself, even though you need to follow it.. Ha..
It builds well in VS 2019.
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