UE5 Errors - "incomplete type is not allowed" - unreal-engine5

I created mobile platform project in Unreal Engine 5, made some coding, it is compiling and works fine. But there is a problem with some errors that do not interfere with compilation and I did not even touch this, so what does it mean and how to fix it?

Related

Xamarin.iOS : Native Linking Error: Is there a limit on No. of files in IOS?

We are working on a large Xamarin.Forms project, the customer wanted Android release first, so we complete the entire Android project and delivered it, now when we have started working on IOS project, we are facing challenges as we keep adding more forms to the IOS project. Some of the errors are
Error # 1.
Native linking error: don't know how to convert instruction ec7acce4 referencing _mono_create_corlib_exception_0.island to thumb in
'# _object_System_Type_object_System_Globalization_CultureInfo'
from /#.iOS/1db41bf625bf2eb66083739a668e7273/obj/iPhone/Debug/mtouch-cache/#.dll.armv7.o for architecture armv7 iOS
Error # 2.
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
Since we were not making any headway, we started creating a new Solution in Xamarin.forms and started adding one Form in each Android and IOS, it worked fine until a specific number of files count, after that we started getting the same errors again in IOS.
the project works fine with about 867 files. (PCL - 638 files, ios - 107 files, Android - 122 files)
As soon as I add a new set of forms to PCL project, I get the above error #1, or Error # 2 in IOS project. The Android project works fine.
There is no sequence of the error, any of the above error just comes up, after I reduce the file count, the error is gone
Is there a limitation to the number of Forms in IOS? or Is there any limitation on the binary size. As per my understanding, IOS allows up to 100 MB in binaries. My current IOS binary is about 55 MB
I am stuck and not able to find any solution till now. Have already tried upgrading/downgrading Xamarin.forms versions, but no help, currently on Xamarin.forms 2.3.4.224
Xamrin.ios 10.3.1.8
Xamarin.Android 7.0.2.42
Xamarin 4.2.2.11
visual studio 2015 Professional
Also tried compiling and opening the project on MAC, visual studio 2017 Professional, getting same error
Also tried compiling on Xamarin studio on MAC, still getting same error.
It seems the native code Xamarin generates for one of your assemblies ends up hitting size limitations in the native (Mach-O) file format.
Solution:
One of the solution from similar cases is adding --mono:framework to the "Additional mtouch arguments" at iOS Platform->Properties->iOS Build.
Then the mono runtime will be included as a framework in the app, instead of linked statically into the main executable.
References:
https://bugzilla.xamarin.com/show_bug.cgi?id=51226
https://bugzilla.xamarin.com/show_bug.cgi?id=29615

Converting Titanium apk to bar receive severe warnings

I've a Titanium application that works on Android. Now, I want to make the Blackberry version.
I've tried to create a bar file in Titanium, but I use a lot of Titanium properties that are only for Android and iOS. So, the app crash.
I know you can repackage an apk to bar using command line tools. I've used it and it works. It converts the apk to bar, and I able to load it in a device (Q5). My problem is when I use apk2bar command, I receive a lot of warnings with different levels (a lot of severe warnings).
Severe warnings is because Titanium use native access.
I don't understand why the result of the conversion is succeed with these warnings, and why I can install it on device without any problem/error/crash.
Is there a way to remove something from Titanium and remove these warnings?
If I upload this .bar to Blackberry word, will it work?
Thanks!
Vila,
Those levels of warnings are there to let the developer know about potential issues. This does not mean that your application will not work.
Native libraries are supported in latest BlackBerry Android Runtime so you should not have issues, but don't forget to bundle them with your application.
Also, be sure to be using the latest dev tool to convert your APK to BAR FILE.
https://developer.blackberry.com/android/tools/
Find here also the API support to ensuer you will not have issues with your app features
https://developer.blackberry.com/android/apisupport/

Using Testflight does not receive crashes

I've installed Testflight (1.2 B3) as stated in the documentation. Builds are uploading and updating fine. I can see sessions (mostly anonymous :/), I receive the logs (TFLog) - but I do not receive any crash reports. I even introduced a crash-on-event (a method not found thing) - but theres is nothing on Testflight about it.
Provisioning is via a developer profile which embeds several devices.
The problem occurs on iOS6 and iOS5 / iPhone5 and iPad3. The is being build against iOS6.
Any ideas?
UPDATE
I've tested several other frameworks and ways to receive crash reports. Nothing worked so I suspect something in my code (obviously). Are there any other switches that XCode 4.5.1 might have enabled and that way disable any error reporting during a "production environment" like setup?
UPDATE 2
As of now we're using Testflight only for distribution of beta versions and switched to Crashlytics for crash reporting. It's a bit more streamlined and fetches most crashes.
I also do not get any crash reports via TestFlight. This is what the TestFlight people told me:
Our team is currently looking into an issue associated with auto
versioning of the app when uploaded and SDK data not reporting
properly. Looking at the URL you provided it looks like the build
version is not changing before uploading the app to TestFlight and our
auto versioning implementation is causing an issue with general SDK
data reporting.
I will share this with our team and we will contact you when we have
an update available.
I tried to update the build version to avoid auto-versioning, but it did not help me. But maybe this issue is hitting someone else.
Testflight did not satisfy our needs to log crashes. That is why we skipped to Crashlytics (as I said in the original post). The issues with Testflight seem not to be resolved. We still do use it for distribution, that is what it's good at.

testing app on device does nothing

I am trying to test an app on my iOS 4.2.1 device using XCode 4.2 and the latest iOS SDK. The application does not have any functionality that is specific to iOS 5.0. When I run on my devide it says "Build successful" and then "Finished running app on device", but nothing is installed on my device and the application never starts. While searching here, I've found several possible solutions, none of which have worked. Here's what I've tried.
Resintalling all certificates and provisioning profiles
Setting the deployment target to the same iOS version as my device (without this, testing on device was not even available).
Set the "Debug" value on the Code Signing section of Build Phases to my developer certificate.
Someone suggested to set "accelerometer" to YES in "Required device capabilities", only I can't find such a section anywhere in my .plist file or the Build Settings.
ANother suggestion was to set target architecture to armv7 instead of having both armv7 and armv6. I tried with both, armv7 only and armv6 only. None worked.
Deleted /Developer folder and reinstalled XCode.
So far, the only "error" message I could find in the logs is this:
Stream error occurred for : Error Domain=kCFErrorDomainCFNetwork Code=2 "The operation couldn’t be completed. (kCFErrorDomainCFNetwork error 2.)" UserInfo=0x133cf0 {kCFGetAddrInfoFailureKey=8}
Any help will be greatly appreciated.
Seems stupidly simple, but I've seen this error quite a few times with the exact setup you outlined and unplugging the iPhone and plugging it back in often seemed to be what fixed the issue. Not sure if this is specific to the iPhone 3G/iOS 4.2.1 but this error seems to be cropping up fairly routinely for me with that device connected to Xcode 4.2.
Addition: This questioner had the exact same error, which was due to a network problem because of DNS issues. You may need to check whether your iPod and/or your Mac are properly set up on your network and can access the internet. Moving on to pure speculation, perhaps there is some 'phone home' required to confirm the device is registered on the developer portal as being provisioned for development that is failing due to networking not being set up correctly, resulting in the build not working?
I finally discovered the problem. In Build settings, Architecture, while I had made sure that both armv7 and armv6 were present in the Valid Architectures section, I did not check in the "Architectures" setting, which by default says "$(ARCHS_STANDARD_32_BIT)". Adding armv6 to this section solved the problem. But I still thank u for taking the time to try and help me, it is much appreciated.

detected an attempt to call a symbol in system libraries that is not present on the iPhone

Im using x-code 3.2.4 and I'm using the ios4.1 sdk.
I'm getting the following error when I try to call "ExtAudioFileOpenURL" from the audio toolbox.
Detected an attempt to call a symbol
in system libraries that is not
present on the iPhone:
_Unwind_Resume called from function _ZN15ID3ParserHandleC2EPvPFlS0_mmmPS0_PmE
in image AudioToolbox.
Why is this happening and how can I fix it?
Thanks,
db.
EDIT
In addition when running on a 4.1 device I get this error "error: 805297555"
What the hell?
The exact line of code causing the problem is this.
// Open an audio file and associate it with the extended audio file object.
OSStatus result= ExtAudioFileOpenURL (sourceURLArray[audioFile], &audioFileObject);
It's straight out of a sample code project. That sample code project runs fine.
I don't understand why if I start a new project with the same code I get errors.
This means that ExtAudioFileOpenURL is an unsupported API on the iPhone. ExtAudioFileOpenURL probably makes use of some exception handling API that is not available on the iPhone, which is why you are seing this sympton of the underlying error.
What I had to do in the end was completely uninstall the developer tools from my machine.
Then download the latest versions of xcode & ios SDK.
Everything works ok now.
Sadly I still don't exactly know what the problem was but at least things are running.