Finally, I think I find a workaround to your linking failure. I like your dedication to helping solve my problem. This error indicates that different parts of an app—this includes libraries or other object code that the app links to—use conflicting definitions of the symbol. I managed to compile my stuff as standalone project, but it has it's own drawbacks: Unreal's build system does not try to detect changes in external libs, so force link sometimes is required. One of the dlls you are using probably has iterator debugging turned off in debug either because it was built in an older version of visual studio or they explicitly added the defines to the project. Several lines later in the build output it built the Debug version of the library.
That sounds like unreasonable sacrifice. It hung on the link phase and just never returned. But still I dont know why I have this error. The Release configuration is explicitly including a Debug library! My project look like this: 1 Exe Solution to test my static library. If you have any feedback, please tell us. You will have to only provide correct paths.
What a pleasant way to spend Saturday. Looking at the output revealed that batch build was not honoring the project dependencies -- hence linking a stale library from the Release build witha freshly compiled Debug obj file. Probably, in production you want to use profiles that define your input settings. I have just run across this problem as well. Hi, I saw a lot of posts regarding this issue, but still I have a problem. In case if something fails with.
Moral: Do not use Visual Studio 2010 batch build. Here is what should be a 5 minute task in it's second day, with no end in site. Make sure output folders do not overlap. Also, I have created a 3rd party library c build script as you specified. I used microsoft server to load pdb files but also didnt help.
Currently compiling a debug version of 4. Thanks Larry Try enabling the linker option to display verbose progress messages. How do you do that? Obviously I have a lot of legacy gameplay code which needs to be linked in with Unreal Engine generated project. This can be beneficial to other community members reading this thread. If there is anything else we can help, welcome to post here.
What could be more fun than spending Sunday fighting with Microsoft? As discussed here I followed these steps and it works great : I would still rather have a single conan command, to make it even easier for my users. I just did a rebuild in debug mode without a problem. I have read a lot of solutions to my problem but none helped. All modules passed to a given invocation of the linker must have been compiled with the same run-time library compiler option. I provided this lib as headers and cpp so basically source code. You did greate job and I am looking forward to working with you next time. I'm sure there are people who are productive developing Windows apps in C++, but after over a decade in this environment, I haven't found the way to become one of them.
When you upgrade a visual studio project from 2008 to 2010 it carries over the project dependencies. Hanging on link seems to be a recent phenomena. Hi dannynis, I am glad to hear that you have fixed the issue by yourself. So when I link the debug libraries I get the same errors you were getting i. Thanks for your continued investigation. What version of engine and Visual studio are you using to build if I may ask? You can find it in BuildConfiguration. How can I avoid an endless stream of these little surprises? I can't imagine how others get anything running without this forum.
When I compile i debug mode - all is well. Code that uses one version of the C++ Standard Library or C runtime is incompatible with code that uses a different version. Are you saying that 2008 allowed you to mix a debug dll with a release exe? I need a break, we'll see what horrors await tomorrow when I look at the link errors I'm seeing. I'm having trouble recreating the problem from scratch. Try changing the actual engine variable in BuildConfiguration. They will give you a wealth of information about modules and libraries that are used during linking. The only problem was when I switched project from Release mode to Debug mode.
I am currently trying this with 4. Hello Have you got any progress on this issue? Use this pragma to prevent inconsistent object files from linking. How i can say him that those files are here here and here? This library provides a layer of code that allows the linker to resolve external references. If that zip does not reproduce the problem. I don't understand what the highlighted comment is trying to convey. Another hidden caveat is that 32 bit build uses 4 bytes alignment, 64 bit - 8 bytes alignment. I would recommend start with default half-empty project and make it link in with C build script.
From the wiki , Visual C++ 2013 known also as Visual C++ 12. You may notice some path that explicitly links against a debug library that you don't want in there. It's been a true nightmare. This can be beneficial to other community members reading this thread. I tried also no debug info but I get the same error. You might be able to identify the source of your linker problems with this level of detail. I don't know why those wouldn't be in the app's properties.