I tried deleting everything except Config, Content, Source, and DFOdysseus.uproject. I generated the Visual Studio files, cleaned it, and tried building. Same issue, plus some warnings that USceneComponent::AttachTo is deprecated.
I'm not sure which mode I'm supposed to build under, but I got more errors from Development_Editor than Development_Game. Debug Game has same error as Dev Game. I'll try re-downloading the project and see if that helps.
I'm using Visual Studio 2013 Professional (which I got for free under DreamSpark,) since I didn't mention that before. However, the UE4 Launcher probably should've been able to compile it itself if everything was working correctly.
Edit II: Searching around reveals that the launcher only supports building with VS2015.
Edit III: But VS2015 is supposed to be integrated, so that doesn't explain why the launcher fails.
Edit IV: The launcher looks like it's trying to build as Development_Editor, which fails since the source calls AGameMode::SetPause.
Edit I: Re-downloaded. Still no good.
Yeah, I'm using VS2015, but I'm not sure if that's it.
I am not sure.
One guy on Reddit was apparently able to compile it. Could anyone else try to reproduce this problem?
This looks terribly interesting. PTW.
By the by, what are your (short-term) plans for this? Do you plan to allow any sort of interactiveness, such as "play first-person in adventure mode", or will it be strictly for viewing exported worlds?
If interactivity is planned, are you considering the use of the interface translation/abstraction framework mifki built?
So I'm just going to jump to the inevitable question and natural conclusion of every DF visualizer, phrased in the typical obnoxiously presumptive fashion...
What's the status on implementing a DF control interface into the Unreal engine?
Were you not prepared for this?
Edit: I guess I didn't read the post above mine
Not in the immediate future, no. For that I'd recommend Japa's Armok Vision. The thing is that the worlds DFOdysseus generates are not high-fidelity. That might make the landscapes pretty, but they're not ultra-mega-precise.
Also, I will focus on DFO a little less after I submit DFArgos (at the moment, you can't just plug in your world. See the readme on bitbucket), because I've been working on another game for the last few years and don't want to let it rot with my other unfinished projects. I can already smell the pile.
DFO is open source now, though