An Engine plugin with the Program module type and EnabledByDefault set to true can cause the Engine to fail to build successfully due to UHT failing. I was only able to reproduce this behavior using the attached plugin. Attempting to reproduce using a plugin that I had created was unsuccessful.
RESULT:
The build fails with the following messages:
2>LogModuleManager : warning : No filename provided for module WGTestPlug 2>LogModuleManager : warning : ModuleManager: Unable to load module 'WGTestPlug' because the file 'D:/Source/UnrealEngine-4.18.3-release/Engine/Binaries/Win64/' was not found. 2>LogCompile : error : Failed to initialize the engine (PreInit failed). 2>EXEC : error : UnrealHeaderTool failed for target 'UE4Editor' (platform: Win64, module info: D:\Source\UnrealEngine-4.18.3-release\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.uhtmanifest, exit code: CrashOrAssert (3)).
EXPECTED:
The build completes successfully.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
An error occurred while trying to generate project files !?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-55228 in the post.
4 |
Component | UE - Foundation - Core |
---|---|
Affects Versions | 4.18.3, 4.20 |
Created | Feb 15, 2018 |
---|---|
Resolved | Aug 9, 2021 |
Updated | Mar 24, 2022 |