HACD LIB Missing

I cannot package my project from the Unreal Editor nor can I build Shipping in Visual Studio 2013 on my Windows 10 machine. The following error is returned:

MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: LINK : fatal error LNK1181: cannot open input file 'HACD_64.lib'

MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------

MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:\GameName\Binaries\Win64\GameName-Win64-Shipping.exe

As suggested by others, I deleted the Binaries, and Intermediate folders; recreated the VS project files using the UE Generate VS files but that didn’t fix the problem.

Any ideas or suggestions?

Thanks.

link text

Hello ,

It seems that a few users in the past have also had this issue with HACD_64.lib missing, but it was a permissions issue in some cases. Can you try running UE4 in Administrator mode to see if you receive the same errors?

Unfortunately that didn’t work. My account does have Administrator privileges, but even running Epic Games\4.9\Engine\Binaries\Win64\UE4Editor.exe as Administrator using the right-mouse context sensitive menu didn’t help.

I ran into this issue and resolved it by removing any dependencies on the UnrealEd module from my game modules (in either the .uproject or Build.cs file), and moving the code dependent on UnrealEd into an editor module instead.

See Can't package a project - missing HACD_64.lib - Platform & Builds - Unreal Engine Forums

Do you have any game modules with a dependency on UnrealEd?

Thanks for the suggestion Jeff2365.

I went through that post too, and numerous others, trying to resolve this problem. My Build.cs and .UProject look similar to the link you provided but I do see UMGEditor in the UProject file. Maybe that’s the real problem.

"AdditionalDependencies": [ "Slate", "SlateCore", "UMG", "UMGEditor", "Engine", "AIModule", "CoreUObject" ]

I’m going to try removing it and see if that fixes the problem. I don’t remember putting the UMGEditor myself or if it was added by something else.

Removing UMGEditor from the .UProject certainly made the difference.

Now I’m getting a cooked error on an asset that isn’t referenced on a map (level). Is there a way to see all references for an asset?

[EDIT-2015:10:14:11:52]
The error is:
is not a standard unreal filename or a long path name. Reason: Path may not end with a ‘/’

Thank you Jeff2365. Removing UMGEditor fixed the packaging problem.

For the goofy ‘/’ bug noted above after deleting Binaries, Saved, and Intermediate, and recreating the Visual Studio project files, I was able to perform a complete Package for Win64 :slight_smile: