** AssetCommon.cpp
c:\Amazon\Lumberyard\1.6.0.0\dev\Code\Framework\AzCore\AzCore/PlatformIncl.h(69)
: fatal error C1083: Cannot open include file: ‘windows.h’: No such file or dir
ectory
AssetDatabase.cpp
c:\Amazon\Lumberyard\1.6.0.0\dev\Code\Framework\AzCore\AzCore/PlatformIncl.h(69)
: fatal error C1083: Cannot open include file: ‘windows.h’: No such file or directory**
One way to fix without modifying include directories, go into the VS 2013 setup, select the option to install “Microsoft Foundation Classes” for C++. This should fix the error.
I used the command prompt to locate windows.h, but I don’t know what step to take to have it found. Also, I copied one from lumberyard’s directory, but it seemed to create other issues.
…by adjusting the code in PlatformIncl.h in this way:
// //declare intrinsics to make sure we get the inline intrinsic versions and not a function call #if !defined(_WIN32_WINNT) || (_WIN32_WINNT < 0x0600) # undef _WIN32_WINNT# define _WIN32_WINNT 0x0600 // Vista and later
#endif
#ifdef NOMINMAX # include <C:/Amazon/Lumberyard/1.6.0.0/3rdParty/boost/1.61.0.1/boost/predef\os/windows.h> #else # define NOMINMAX # include <C:/Amazon/Lumberyard/1.6.0.0/3rdParty/boost/1.61.0.1/boost/predef\os/windows.h> # undef NOMINMAX #endif
…but of course, as I expected, there was different error.
I am going to ask a couple questions first. These are important questions to help you get it compiled and working.
Do you have a backup of lumberyard? You may need to restore since by default the files will not compile until you configure it and making changes to things can be a total disaster…
The very first thing to do is copy dev to another directory. Doesn’t matter where it is located. I have several builds on different drives.
Do you have visual studio 13 and 15?
If you do lmbr_waf.bat configure on the copy it will generate sln for visual studio 13. It will compile just fine with visual studio 15 which you can select different configurations. I use VS15 because I installed a demo ultimate for visual studio 13 and it won’t run anymore.
You can of course go through lmbr_waf.bat and set the builds but it is a big pain since you will later want to view source. (at least for me it is)
You are probably opening cmd prompt in start or have it pinned somewhere.
Do not use default cmd prompt.
Click start.
Scroll down until you see Visual studio. There will be several visual studio icons. The one that looks like a folder labeled Visual Studio 15 is the one you want to click on.
In the list will be several different configurations for different build environments. Click on the one labeled “VS2015 x64 native command prompt” (advice) right click it and PIN it to start.
This will be your friend for compiling and running most command line stuff.
I’d like to ask the question: should you need this file to compile a project? I thought you only needed this to compile the engine/editor. (note: I genuinly don’t know)
Please -attach- the following file after an unsuccessful build:
1>------ Build started: Project: WAF, Configuration: [Game] Profile x64 ------
1> [WAF] Executing ‘build_win_x64_profile’ in ‘c:\Users\John\Documents\Lumberyard\1.6.0.0\dev\BinTemp\win_x64_profile’
1> [WARNING] Incredibuild disabled by build option
1> [WARNING] Skipping module AzToolsFramework because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module LmbrCentralEditor because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module EditorCore because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module Editor because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module AssetTagging because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module CryDesigner because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module EditorAnimation because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module EditorAudioControlsEditor because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module EditorNoSound because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module EditorAudioControlsEditorWwise because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module EditorCommon because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module EditorFbxImport because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module EditorAssetImporter because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module EditorModularBehaviorTree because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module EditorUI_QT because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module FBXPlugin because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module FFMPEGPlugin because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module MaglevControlPanel because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module MetricsPlugin because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module ParticleEditorPlugin because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module PerforcePlugin because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module ComponentEntityEditorPlugin because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module UiCanvasEditor because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module ResourceCompiler because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module ResourceCompilerABC because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module ResourceCompilerFBX because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module ResourceCompilerImage because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module ResourceCompilerPC because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module ResourceCompilerXML because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module ResourceCompilerScene because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module ResourceCompilerSlice because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module AssetProcessor because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module AssetProcessorBatch because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module AssetTaggingTools because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module CryXML because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module FbxSDKWrapper because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module SceneData because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module SceneUI because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module NewsShared because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module GFXPrefabLab because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] ‘includes’ value ‘c:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Gems\HMDFramework\Code\Include’ defined in TaskGenerator “OpenVR” does not exist
1> [WARNING] Skipping module StaticDataMonitorPlugin because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] Skipping module ProceduralMaterialEditorPlugin because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [WARNING] ‘includes’ value ‘c:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Gems\HMDFramework\Code\Include’ defined in TaskGenerator “Oculus” does not exist
1> [WARNING] Skipping module Camera.Editor because it requires the lumberyard engine to be setup to compile the engine and/or editor and tools
1> [ 17/981] qxx (win_x64|profile): Code\Framework\AzCore\AzCore\Asset\AssetCommon.cpp -> BinTemp\win_x64_profile\Code\Framework\AzCore\AzCore\Asset\AssetCommon.cpp.1.obj
1> [ 18/981] qxx (win_x64|profile): Code\Framework\AzCore\AzCore\Asset\AssetDatabase.cpp -> BinTemp\win_x64_profile\Code\Framework\AzCore\AzCore\Asset\AssetDatabase.cpp.1.obj
1> AssetCommon.cpp
1> 1>c:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\Framework\AzCore\AzCore/PlatformIncl.h(69): fatal error C1083: Cannot open include file: ‘windows.h’: No such file or directory
1> AssetDatabase.cpp
1>
1>c:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\Framework\AzCore\AzCore/PlatformIncl.h(69): fatal error C1083: Cannot open include file: ‘windows.h’: No such file or directory
1> Build failed
1> <++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++>
1> Compilation failed - File: ‘AssetCommon.cpp.1.obj’, Module: ‘AzCore’, Configuration: ‘win_x64|profile’, error code 2
1> Input Files: ‘c:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\Framework\AzCore\AzCore\Asset\AssetCommon.cpp’
1> Output Files: ‘c:\Users\John\Documents\Lumberyard\1.6.0.0\dev\BinTemp\win_x64_profile\Code\Framework\AzCore\AzCore\Asset\AssetCommon.cpp.1.obj’
1> Command: ‘C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\BIN\amd64\CL.exe /FS /bigobj /nologo /WX /MP /Gy /GF /Gm- /fp:fast /Zc:wchar_t /Zc:forScope /Gd /wd4530 /Ox /Ob2 /Ot /Oi /Oy- /GS- /showIncludes /MD /W4 /Z7 /Fdc:\Users\John\Documents\Lumberyard\1.6.0.0\dev\BinTemp\win_x64_profile\Code\Framework\AzCore\AzCore\1.vc120.pdb /GR- /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\BinTemp\win_x64_profile\Code\Framework\AzCore\AzCore /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\Framework\AzCore\AzCore /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\SDKs\boost /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\CryEngine\CryCommon /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\BinTemp\win_x64_profile\Code\Framework\AzCore /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\Framework\AzCore /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\BinTemp\win_x64_profile\Code\SDKs\rapidjson\include /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\SDKs\rapidjson\include /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\SDKs\Lua /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\BinTemp\win_x64_profile\Code\SDKs\rapidxml /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\SDKs\rapidxml /IC:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\INCLUDE /IC:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\ATLMFC\INCLUDE /IC:\Program Files (x86)\Windows Kits\8.1\include\shared /IC:\Program Files (x86)\Windows Kits\8.1\include\um /IC:\Program Files (x86)\Windows Kits\8.1\include\winrt /D_WIN32 /D_WIN64 /DCODE_BASE_FOLDER=“c:/Users/John/Documents/Lumberyard/1.6.0.0/dev/Code/” /D_PROFILE /DPROFILE /D_ITERATOR_DEBUG_LEVEL=0 /DAZCORE_EXCLUDE_ZLIB /DBINFOLDER_NAME=“Bin64” /DPLATFORM_SUPPORTS_AWS_NATIVE_SDK /DLY_BUILD=306493 /D_MT /D_DLL /D_HAS_EXCEPTIONS=0 /DAZ_DEBUG_BUILD /DEXE_VERSION_INFO_0=1 /DEXE_VERSION_INFO_1=6 /DEXE_VERSION_INFO_2=0 /DEXE_VERSION_INFO_3=0 c:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\Framework\AzCore\AzCore\Asset\AssetCommon.cpp /c /Fo c:\Users\John\Documents\Lumberyard\1.6.0.0\dev\BinTemp\win_x64_profile\Code\Framework\AzCore\AzCore\Asset\AssetCommon.cpp.1.obj’
1> Output:
1> AssetCommon.cpp
1>c:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\Framework\AzCore\AzCore/PlatformIncl.h(69): fatal error C1083: Cannot open include file: ‘windows.h’: No such file or directory
1> <++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++>
1>
1> <++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++>
1> Compilation failed - File: ‘AssetDatabase.cpp.1.obj’, Module: ‘AzCore’, Configuration: ‘win_x64|profile’, error code 2
1> Input Files: ‘c:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\Framework\AzCore\AzCore\Asset\AssetDatabase.cpp’
1> Output Files: ‘c:\Users\John\Documents\Lumberyard\1.6.0.0\dev\BinTemp\win_x64_profile\Code\Framework\AzCore\AzCore\Asset\AssetDatabase.cpp.1.obj’
1> Command: ‘C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\BIN\amd64\CL.exe /FS /bigobj /nologo /WX /MP /Gy /GF /Gm- /fp:fast /Zc:wchar_t /Zc:forScope /Gd /wd4530 /Ox /Ob2 /Ot /Oi /Oy- /GS- /showIncludes /MD /W4 /Z7 /Fdc:\Users\John\Documents\Lumberyard\1.6.0.0\dev\BinTemp\win_x64_profile\Code\Framework\AzCore\AzCore\1.vc120.pdb /GR- /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\BinTemp\win_x64_profile\Code\Framework\AzCore\AzCore /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\Framework\AzCore\AzCore /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\SDKs\boost /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\CryEngine\CryCommon /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\BinTemp\win_x64_profile\Code\Framework\AzCore /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\Framework\AzCore /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\BinTemp\win_x64_profile\Code\SDKs\rapidjson\include /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\SDKs\rapidjson\include /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\SDKs\Lua /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\BinTemp\win_x64_profile\Code\SDKs\rapidxml /Ic:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\SDKs\rapidxml /IC:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\INCLUDE /IC:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\ATLMFC\INCLUDE /IC:\Program Files (x86)\Windows Kits\8.1\include\shared /IC:\Program Files (x86)\Windows Kits\8.1\include\um /IC:\Program Files (x86)\Windows Kits\8.1\include\winrt /D_WIN32 /D_WIN64 /DCODE_BASE_FOLDER=“c:/Users/John/Documents/Lumberyard/1.6.0.0/dev/Code/” /D_PROFILE /DPROFILE /D_ITERATOR_DEBUG_LEVEL=0 /DAZCORE_EXCLUDE_ZLIB /DBINFOLDER_NAME=“Bin64” /DPLATFORM_SUPPORTS_AWS_NATIVE_SDK /DLY_BUILD=306493 /D_MT /D_DLL /D_HAS_EXCEPTIONS=0 /DAZ_DEBUG_BUILD /DEXE_VERSION_INFO_0=1 /DEXE_VERSION_INFO_1=6 /DEXE_VERSION_INFO_2=0 /DEXE_VERSION_INFO_3=0 c:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\Framework\AzCore\AzCore\Asset\AssetDatabase.cpp /c /Fo c:\Users\John\Documents\Lumberyard\1.6.0.0\dev\BinTemp\win_x64_profile\Code\Framework\AzCore\AzCore\Asset\AssetDatabase.cpp.1.obj’
1> Output:
1> AssetDatabase.cpp
1>c:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Code\Framework\AzCore\AzCore/PlatformIncl.h(69): fatal error C1083: Cannot open include file: ‘windows.h’: No such file or directory
1> <++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++>
1>
1>c:\Users\John\Documents\Lumberyard\1.6.0.0\dev_WAF_\msbuild\waf_build.targets(74,9): error MSB3073: The command “cd /d “c:\Users\John\Documents\Lumberyard\1.6.0.0\dev” & “lmbr_waf.bat” build_win_x64_profile --project-spec game --execsolution=“c:\Users\John\Documents\Lumberyard\1.6.0.0\dev\Solutions\LumberyardSDK.sln”” exited with code 1.
2>------ Skipped Build: Project: AWS, Configuration: [Game] Profile x64 ------
2>Project not selected to build for this solution configuration ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 1 skipped ==========
Something just came to mind.
Could the problem be due to the fact that I didn’t setup for compiling the engine and asset pipeline, or the editor and tools?
I think I tried C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Include
but got an error that was too long to read in the command line window.
Do you know how I can read the entire log?
Your post was helpful though. Now I don’t have to guess what file it’s looking for, and the log file is useful. Thanks for pointing me in the right direction.