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Add edits for tvOS and iOS #43
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@@ -128,7 +128,7 @@ void ADungeonGenerator::CreateDungeon() | |||
if (!HasAuthority()) | |||
return; | |||
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int TriesLeft = MaxTry; | |||
int TriesLeft = 500; |
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Why MaxTry
should be removed to compile on iOS?
"Win64", | ||
"Mac", | ||
"IOS", | ||
"TVOS" |
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Are iOS and tvOS needed for the Editor module?
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I was thinking the same thing, I can remove it and test it out again.
We should fix all the issues you encounter before merging the PR. |
I'm testing this on both operating systems, Windows 10 for actual game development, and occlusion works perfectly. For MacOS Sonoma, (for iOS/tvOS deployment) the editors seem to crash during generation, I have to check the line where my IDE landed when it crashed. I'm going to do a full rebuild on UE4 for MacOS, I had strange linker errors on |
Mmmh I think maybe it could be the compiler used on Mac that treats a const uint32 ADungeonGenerator::MaxTry = 500; and remove the default value in the header file: class ADungeonGenerator : public AActor
{
...
static const uint32 MaxTry;
...
} EDITAs i'm thinking about it, it could be fine to just remove those // DungeonGenerator.cpp
const uint32 MaxTry = 500;
const uint32 MaxRoomTry = 10;
... These constants makes only sense in that file anyway. |
Below are changes that were added in order to allow compilation for iOS and tvOS. Haven't tested the occlusion features, had an error in the editor when toggled on.