UE4 trying to create a material or edit a pre-made material throws Error [SM5] metallib: Invalid bitcode file - material-design

After importing a model I made in Blender I went to throw a material on it but whenever I try to make my own material or customize a pre-existing one I get the error:
'Error [SM5] /tmp/9524_4129856322.metal(0): metallib: Invalid bitcode file!'
I've tried updating UE4 but the problem still exists and 'support bitcode in shipping' is turned off in project settings. I'm really stuck and not sure where to go from here.

To solve my own question a friend in class said it happened to him as well and just to uninstall the engine and reinstall. Sure enough, an hour later worth of installing it the error went away.

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Add GitHub libraries in Android Studio

I want to add MathView in my project but it gives me an error. It says that it's not an existing version. Okay, Then I tried other library. But this one gives me an error too. It says: "Could not resolve all files for configuration". I think I have to add something to work with GitHub libraries. I did some research but all of the posts are very old and outdated. Can you guys help me add those libraries in my project.
implementation 'io.github.kexanie.library:MathView:0.0.6'
import this as (compile is deprecated).
Note. gradle has two files 1.build(project.PROJECTNAME)
2. build(module.PROJECTNAME.app)
inside 2. -> find dependencies{} ->
copy the implementation 'io.github.kexanie.library:MathView:0.0.6'
and sync you are good to go.

Trying to compile ncat statically gives me errors on nsock dependency

I'm dealing with the following tutorial: https://secwiki.org/w/Nmap/Ncat_Portable but lots of errors are thrown from nsock.
The majority of them are C4430, C2143, and C2238 (I have the IDE in another language so I cannot copy exact messages).
I followed correctly all the steps given from this tutorial and anything seems to work.
I also switch from VS2013 to VS2019, because the v142 build tools were required, but this doesn't seems to do anything new to solve the problem
So can anybody help me with this?

How can I get WebStorm to recognize the NodeJS module object?

When I am creating a NodeJS module to be exported, the module object is not recognized. Is there a way to get this module object ot be recognized. I looked under the Settings&Framworks > Node and that appears to be correct. Although I can't seem to keep the "Coding assistance for Node.js" checked (it keeps clearing the 'check')
I looked through IntelliJ's Reference Material Here
I actually may be coding incorrectly as well, perhaps I'm not supposed to hook into this 'exports' object in this manor.
Advice and guidance appreciated.
First this question is very similar to This Question
First I went to the settings (Ctrl-Alt-S) and
'Language & Frameworks' > JavaScript > Libraries
Then I hit the Download button till I found a bunch of node libraries. I figured this was a very 'basic' node object so I used the plain 'node' libary.
Then the #types/node was present for me to enable

How to fix the unknown Configuration org.animb.valuation.valBase in my Rodin Platform Event-B project?

I have import a fully Refined model in my latest version of Rodin Platform and I am trying to use a IUMLB with ProB animator in this project. But since the project already had a preconfigured AnimB animator which the latest Rodin Software does not support. The error states "unknown configuration org.animb.valuation.valBase".
How to remove or fix this AnimB configuration from the project?
I managed to Fix this problem myself :).
Not all that I had But this specific problem was fixed by opening the file in Text Editor where the error was showing in and I just deleted the org.animb.valuation.valBase from the eventb.core.configuration as shown below:
Earlier:
<org.eventb.core.contextFile org.eventb.core.configuration="org.eventb.core.fwd;org.animb.valuation.valBase;de.prob.symbolic.ctxBase;de.prob.units.mchBase" version="3">
Later:
<org.eventb.core.contextFile org.eventb.core.configuration="org.eventb.core.fwd;de.prob.symbolic.ctxBase;de.prob.units.mchBase" version="3">
This fixed my problem. No more errors :)

How to make gnuhawk component AudioSink load to redhawk?

Running CentOS 6.5 and RedHawk 1.9.0, and I have audio-components installed in $SDRROOT, and AudioSink shows up in palette, all good. However when I double click to launch it I get the error:
Launching component AudioSink_1 has encountered a problem
and
Failed to launch: AudioSink_1.
When I click on details I get:
Failed to launch: AudioSink_1
and
IDL:CF/ExecutableDevice/ExecuteFail:1.0
Not very informative. Components AudioSource and AudioTestSource also do not launch.
I was having a very similar issue to what you described when I was trying to use Axios-Engineering's RTLTcpSource component. What the issue was for me was I was installing the component incorrectly. So for me this is how I installed a component in REDHAWK.
Download the original source code. (unzip if necessary)
Open the REDHAWK IDE(eclipse)
File->Import...->Existing Projects into Workspace->next->select the source code folder->Finish
Project->Build Project
Drag project folder to "Target SDR" in the SCA Explorer
I hope this helps you or anyone else. I know there aren't really many places that tell you how to actually add an external component to REDHAWK and it took me a while to figure out to just treat it like a normal custom component.
I had a similar problem when using audiosink. The answer above by JD will work but make sure you re-gen the component since the code was made in 1.84 and there is a new codegen for 1.9.
It may also throw a message saying there are errors when exporting to the target SDR but that can mostly be ignored from my experience.
Similarly if you want more of an output, you can run the component/device through the terminal sandbox after building it and set "-Debug 4" to get more information.
Good luck!
edit: seems like a bug with audiosink was addressed: AudioSink unknown error
you might want to just pull down the updated version and try that!

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