Shipping builds of the Engine fail when using the Visual Studio 2017 compiler due to a potential divide by 0 error. This is because the TotalColumnSize property of SMemoryStats is set to 0 by default, and it appears that it is only ever changed from that value in non-Shipping or non-Test builds.
REGRESSION:
No. This code does not appear to have changed since 4.13. However, the build error only appears when compiling with version 15.3+ of Visual Studio 2017.
SETUP:
This requires that the Visual Studio 2017 compiler be used. To make sure the correct compiler is used, open the Engine's BuildConfiguration.xml file and add the following lines inside the Configuration tags:
<WindowsPlatform> <Compiler>VisualStudio2017</Compiler> </WindowsPlatform>
REPRO:
[/Script/SourceCodeAccess.SourceCodeAccessSettings] PreferredAccessor=VisualStudio2017
RESULT:
The build fails with the following error: engine\source\runtime\renderer\private\postprocess\rendertargetpool.cpp(985): error C4723: potential divide by 0
EXPECTED:
The build completes successfully.
Head over to the existing Questions & Answers thread and let us know what's up.
3 |
Component | UE - Graphics Features |
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Affects Versions | 4.17.2, 4.18, 4.19 |
Target Fix | 4.18 |
Created | Sep 29, 2017 |
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Resolved | Sep 29, 2017 |
Updated | Apr 27, 2018 |