Description

This code passes the build when compiled using the windows editor (Visual Studio), but fails when compiled using the mac editor (XCode). Adding ENGINE_API to struct FStreamingLevelsToConsider and exposing it resolves the error. 

Steps to Reproduce

Add the following code to build with the Mac Editor configuration

#include "MyClass.h"
#include "Engine/LevelStreaming.h"
 
MyClass::MyClass()
{
  ULevelStreaming *streaming = nullptr;
  UWorld *world = nullptr;
  world->IsStreamingLevelBeingConsidered(streaming);
} 

The following errors are output at this time

[1/3] Compile [Intel] MyClass.cpp
[2/3] Link [Intel] UnrealEditor-MyProject3.dylib
Undefined symbols for architecture x86_64:
 "FStreamingLevelsToConsider::Contains(ULevelStreaming*) const", referenced from:
   MyClass::MyClass() in MyClass.cpp.o 

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Fixed
ComponentUE - World Creation - Worldbuilding Tools
Affects Versions5.2
Target Fix5.4
Fix Commit28011247
Main Commit28011247
CreatedJun 30, 2023
ResolvedSep 19, 2023
UpdatedOct 20, 2023
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