本文主要是介绍【VS2022 编译UE5.1 错误 C4834 】,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
这里写自定义目录标题
- 错误
错误
使用VS2022编译UE5.1源码,错误 C4834 放弃具有 [[nodiscard]] 属性的函数的返回值
F:\UE\Engine\Plugins\Runtime\Steam\SteamVR\Source\SteamVRInputDevice\Private\SteamVRInputDeviceFunctionLibrary.cpp(513): error C4834: discarding return value of function with 'nodiscard' attribute
原因
- 编译器警告(等级 1)C4834
- 详细解释
This is a bug in the UE code on line 513.
It should probably be:
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("Unable to find Action [%s] for Action Set [%s]"), *ActionName.ToString(), *ActionSet.ToString()));
instead of:
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, (TEXT("Unable to find Action [%s] for Action Set [%s]"), *ActionName.ToString(), *ActionSet.ToString()));
Actually the problem is in the substring:
(TEXT("Unable to find Action [%s] for Action Set [%s]"), *ActionName.ToString(), *ActionSet.ToString())
This line is like:
const TCHAR *value = (TEXT("some value"), name1.CalculateString(), name2.CalculateString());
or
auto a = (op1(), op2(), op3());
the results of calling op1 and op2 will be ignored, but only op3() will be assigned to a.
So, if op1 or op2 has a “nodiscard” attribute, Visual Studio will generate an error/warning.
The previous version of Visual Studio did not have this behavior. New Visual Studio update - has.
The actual nodiscard attribute that can cause this error in this situation is UnrealString.h, line 324:
/*** Get pointer to the string** @Return Pointer to Array of TCHAR if Num, otherwise the empty string*/
UE_NODISCARD FORCEINLINE const TCHAR* operator*() const UE_LIFETIMEBOUND
{return Data.Num() ? Data.GetData() : TEXT("");
}
To sum up, the solution would be to use this line instead of line 513:
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("Unable to find Action [%s] for Action Set [%s]"), *ActionName.ToString(), *ActionSet.ToString()));
这篇关于【VS2022 编译UE5.1 错误 C4834 】的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!