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Asked By | Razzlegames |
Is Windows 10 build of C++ bindings for Native script, broken? Or am I somehow missing something?
- I tried with default godot_api.json (including in repo)
- It also failed with one generated from
Godot 3.2.3
. I’ll upload those logs if needed as well
Failure log:
Error:
src\core\String.cpp(102): error C2440: 'return': cannot convert from 'const wchar_t' to 'wchar_t &'
Using:
-
godot-cpp branch:
nativescript-1.1
-
Visual Studio 2019 power shell, with compiler:
PS C:\Users\razzl\Development\Godot\gdnative_cpp_example\godot-cpp> cl -version
Microsoft (R) C/C++ Optimizing Compiler Version 19.27.29112 for x86
Copyright (C) Microsoft Corporation. All rights reserved.
cl : Command line warning D9002 : ignoring unknown option '-version'
cl : Command line error D8003 : missing source filename
PS C:\Users\razzl\Development\Godot\gdnative_cpp_example\godot-cpp>
Also side issue is: I have mingw 64 in PATH but using the scons
flag (use_mingw=true
) doesn’t actually use g++ as expected. I tried this as an alternative. ( I didn’t attempt to fix the build script or dive into any of that yet)
Log of failure to use mingw:
Please note, the use of g++
in end of log to show it’s in the path.
Thanks,
Kyle