Fixed up build for UE 4.20 preview 5. Packaging compiler flags are more strict than editor compiler flags...

This commit is contained in:
badlogic 2018-07-13 14:27:34 +02:00
parent fbe0692c4c
commit b0c88b2322
5 changed files with 6 additions and 6 deletions

View File

@ -206,7 +206,7 @@ void SSpineWidget::Flush(int32 LayerId, FSlateWindowElementList& OutDrawElements
float width = AllottedGeometry.GetAbsoluteSize().X; float width = AllottedGeometry.GetAbsoluteSize().X;
float height = AllottedGeometry.GetAbsoluteSize().Y; float height = AllottedGeometry.GetAbsoluteSize().Y;
for (size_t i = 0; i < Vertices.Num(); i++) { for (size_t i = 0; i < (size_t)Vertices.Num(); i++) {
setVertex(&vertexData[i], Vertices[i].X, Vertices[i].Y, Uvs[i].X, Uvs[i].Y, Colors[i], offset); setVertex(&vertexData[i], Vertices[i].X, Vertices[i].Y, Uvs[i].X, Uvs[i].Y, Colors[i], offset);
} }
@ -245,7 +245,7 @@ void SSpineWidget::UpdateMesh(int32 LayerId, FSlateWindowElementList& OutDrawEle
float depthOffset = 0; float depthOffset = 0;
unsigned short quadIndices[] = { 0, 1, 2, 0, 2, 3 }; unsigned short quadIndices[] = { 0, 1, 2, 0, 2, 3 };
for (int i = 0; i < Skeleton->getSlots().size(); ++i) { for (int i = 0; i < (int)Skeleton->getSlots().size(); ++i) {
Vector<float> &attachmentVertices = worldVertices; Vector<float> &attachmentVertices = worldVertices;
unsigned short* attachmentIndices = nullptr; unsigned short* attachmentIndices = nullptr;
int numVertices; int numVertices;

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@ -107,7 +107,7 @@ Atlas* USpineAtlasAsset::GetAtlas (bool ForceReload) {
Vector<AtlasPage*> &pages = atlas->getPages(); Vector<AtlasPage*> &pages = atlas->getPages();
for (size_t i = 0, n = pages.size(), j = 0; i < n; i++) { for (size_t i = 0, n = pages.size(), j = 0; i < n; i++) {
AtlasPage* page = pages[i]; AtlasPage* page = pages[i];
if (atlasPages.Num() > 0 && atlasPages.Num() > i) if (atlasPages.Num() > 0 && atlasPages.Num() > (int32)i)
page->setRendererObject(atlasPages[j++]); page->setRendererObject(atlasPages[j++]);
} }
} }

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@ -195,7 +195,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
float depthOffset = 0; float depthOffset = 0;
unsigned short quadIndices[] = { 0, 1, 2, 0, 2, 3 }; unsigned short quadIndices[] = { 0, 1, 2, 0, 2, 3 };
for (int i = 0; i < Skeleton->getSlots().size(); ++i) { for (size_t i = 0; i < Skeleton->getSlots().size(); ++i) {
Vector<float> &attachmentVertices = worldVertices; Vector<float> &attachmentVertices = worldVertices;
unsigned short* attachmentIndices = nullptr; unsigned short* attachmentIndices = nullptr;
int numVertices; int numVertices;

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@ -9,9 +9,9 @@ namespace UnrealBuildTool.Rules
PublicIncludePaths.AddRange(new string[] { "SpinePlugin/Public", "SpinePlugin/Public/spine-cpp/include" }); PublicIncludePaths.AddRange(new string[] { "SpinePlugin/Public", "SpinePlugin/Public/spine-cpp/include" });
PrivateIncludePaths.AddRange(new string[] { "SpinePlugin/Private", "SpinePlugin/Public/spine-cpp/include" }); PrivateIncludePaths.AddRange(new string[] { "SpinePlugin/Private", "SpinePlugin/Public/spine-cpp/include" });
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "RHI", "RenderCore", "ShaderCore", "ProceduralMeshComponent", "UMG", "Slate", "SlateCore" }); PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "RHI", "RenderCore", "ShaderCore", "ProceduralMeshComponent", "UMG", "Slate", "SlateCore" });
Definitions.Add("SPINE_UE4"); // Definitions.Add("SPINE_UE4");
// In Unreal 4.20+, comment the above line, uncomment the below line // In Unreal 4.20+, comment the above line, uncomment the below line
// PublicDefinitions.Add("SPINE_UE4"); PublicDefinitions.Add("SPINE_UE4");
} }
} }
} }