Hi Jedd
SetActorLabel is only available in development but not for the final release. It jams building the package.
Is it possible if you use SetActorLabel in the new version to wrap it as follows:
#if !UE_BUILD_SHIPPING
MeshInstance->SetActorLabel(FString::Printf(TEXT("%s - %s"), *ASpeckleUnrealMesh::StaticClass()->GetName(), *ObjId));
#endif
Thanks,
Dimitrios
1 Like
Jedd
(Jedd Morgan)
2
Thanks for catching this one, I’ll create a fix ASAP.
Jedd
(Jedd Morgan)
3
Better to use this
#if !UE_BUILD_SHIPPING && !UE_BUILD_DEBUG && !UE_BUILD_DEVELOPMENT
MeshInstance->SetActorLabel(FString::Printf(TEXT("%s - %s"), *ASpeckleUnrealMesh::StaticClass()->GetName(), *ObjId));
#endif
Jedd
(Jedd Morgan)
5
I’m not sure it is,
Looking at Actor.h
, the function is only avaiable #if WITH_EDITOR
(see line 1911 and 2009 of Actor.h)
So it makes sense to me to use that directive instead of relying on the build types being !WITH_EDITOR
.