UE4.12.5 not usable

OS: Win10
UE4.12.5

I have googled and found many posts on VS forums to add paths etc, but where do you add those paths? To what files? How to edit VS defaults? Or is this UE4? And then when you find someone giving instructions where to add paths, at some point what they describe doesn’t exist. Paths in alt drop down menu properties is obsoleted. Solution explorer right click properties doesn’t have the c++ items listed in it. So no Unreal Engine 4 for 3 or 4 weeks now.

I have removed both VS2013 and VS2015 and re-installed, same result, Unity and my desktop c# application development is fine however.

Creating a C++ project results in this:

Running C:/Program Files (x86)/Epic Games/4.12/Engine/Binaries/DotNET/UnrealBuildTool.exe Test3 Development Win64 -project="U:/Documents/Unreal Projects/Test3/Test3.uproject" -editorrecompile -progress -noubtmakefiles -NoHotReloadFromIDE
@progress push 5%
Parsing headers for Test3Editor
  Running UnrealHeaderTool "U:\Documents\Unreal Projects\Test3\Test3.uproject" "U:\Documents\Unreal Projects\Test3\Intermediate\Build\Win64\Test3Editor\Development\Test3Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for Test3Editor in 2.321174 seconds
@progress pop
Performing 7 actions (4 in parallel)
[3/7] Resource ModuleVersionResource.rc.inl
[2/7] Resource PCLaunch.rc
PCH.Test3.h.cpp
C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\INCLUDE\crtdefs.h(10): fatal error C1083: Cannot open include file: 'corecrt.h': No such file or directory
ERROR: UBT ERROR: Failed to produce item: U:\Documents\Unreal Projects\Test3\Binaries\Win64\UE4Editor-Test3.dll
Total build time: 12.07 seconds

Creating a blueprint project results in the editor actually running but if I try to add a C++ ACTOR class this is the result:

LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(1060016063) SRandInit(1060016064).
LogTaskGraph: Started task graph with 4 named threads and 7 total threads with 1 sets of task threads.
LogStats: Stats thread started at 0.074047
LogInit: Version: 4.12.5-3039270+++UE4+Release-4.12
LogInit: API Version: 2992821
LogInit: Net Version: 3039270
LogDevObjectVersion: Number of dev versions registered: 13
LogDevObjectVersion:   Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 3
LogDevObjectVersion:   Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
LogDevObjectVersion:   Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 1
LogDevObjectVersion:   Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 2
LogDevObjectVersion:   Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 6
LogDevObjectVersion:   Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0
LogDevObjectVersion:   Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
LogDevObjectVersion:   Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
LogDevObjectVersion:   Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
LogDevObjectVersion:   Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
LogDevObjectVersion:   Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 2
LogDevObjectVersion:   Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 0
LogDevObjectVersion:   Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
LogInit: Compiled (64-bit): Jul  6 2016 09:09:46
LogInit: Compiled with Visual C++: 19.00.23026.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.12
LogInit: Command line: -EpicPortal 
LogInit: Base directory: C:/Program Files (x86)/Epic Games/4.12/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogInit: Using libcurl 7.41.0
LogInit:  - built for x86_64-pc-win32
LogInit:  - supports SSL with WinSSL
LogInit:  - other features:
LogInit:      CURL_VERSION_SSL
LogInit:      CURL_VERSION_IPV6
LogInit:      CURL_VERSION_ASYNCHDNS
LogInit:      CURL_VERSION_LARGEFILE
LogInit:      CURL_VERSION_IDN
LogInit:  CurlRequestOptions (configurable via config and command line):
LogInit:  - bVerifyPeer = true  - Libcurl will verify peer certificate
LogInit:  - bUseHttpProxy = false  - Libcurl will NOT use HTTP proxy
LogInit:  - bDontReuseConnections = false  - Libcurl will reuse connections
LogInit:  - CertBundlePath = nullptr  - Libcurl will use whatever was configured at build time.
LogInit: Presizing for max 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer: DESKTOP-US9TTJ8
LogInit: User: darce
LogInit: CPU Page size=65536, Cores=4
LogInit: High frequency timer resolution =3.905119 MHz
LogMemory: Memory total: Physical=15.9GB (16GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 190.84 MB used, 190.84 MB peak
LogMemory: Process Virtual Memory: 195.25 MB used, 195.25 MB peak
LogMemory: Physical Memory: 7557.88 MB used, 16331.82 MB total
LogMemory: Virtual Memory: 552.93 MB used, 134217728.00 MB total
LogTextLocalizationManager: No specific translations for ('en-GB') exist, so ('en') translations will be used.
LogD3D11RHI: D3D11 adapters:
LogD3D11RHI:    0. 'NVIDIA GeForce GTX 980' (Feature Level 11_0)
LogD3D11RHI:       4060/0/8165 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:1, VendorId:0x10de
LogD3D11RHI:    1. 'Microsoft Basic Render Driver' (Feature Level 11_0)
LogD3D11RHI:       0/0/8165 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
LogD3D11RHI: Chosen D3D11 Adapter: 0
LogD3D11RHI: Creating new Direct3DDevice
LogD3D11RHI:     GPU DeviceId: 0x13c0 (for the marketing name, search the web for "GPU Device Id")
LogWindows: EnumDisplayDevices:
LogWindows:    0. 'NVIDIA GeForce GTX 980' (P:1 D:1)
LogWindows:    1. 'NVIDIA GeForce GTX 980' (P:0 D:0)
LogWindows:    2. 'NVIDIA GeForce GTX 980' (P:0 D:0)
LogWindows:    3. 'NVIDIA GeForce GTX 980' (P:0 D:0)
LogWindows: DebugString: FoundDriverCount:4 
LogD3D11RHI:     Adapter Name: NVIDIA GeForce GTX 980
LogD3D11RHI:   Driver Version: 372.54 (internal:21.21.13.7254, unified:372.54)
LogD3D11RHI:      Driver Date: 8-11-2016
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
LogD3D11RHI: Async texture creation enabled
LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 1)
LogShaderCompilers: Guid format shader working directory is 12 characters bigger than the processId version (U:/Documents/Unreal Projects/Test4/Intermediate/Shaders/WorkingDirectory/8904/).
LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/darce/AppData/Local/Temp/UnrealShaderWorkingDir/D451896C471AFA243F940A852271DAC8/'.
LogShaderCompilers:Display: Using Local Shader Compiler.
LogTemp:Display: Loaded TP AllDesktopTargetPlatform
LogTemp:Display: Loaded TP WindowsClientTargetPlatform
LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
LogTemp:Display: Loaded TP WindowsServerTargetPlatform
LogTemp:Display: Loaded TP WindowsTargetPlatform
LogTemp:Display: Loaded TP AndroidTargetPlatform
LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
LogTemp:Display: Loaded TP Android_ATCTargetPlatform
LogTemp:Display: Loaded TP Android_DXTTargetPlatform
LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
LogTemp:Display: Loaded TP Android_MultiTargetPlatform
LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
LogTemp:Display: Loaded TP HTML5TargetPlatform
LogTemp:Display: Loaded TP IOSTargetPlatform
LogTemp:Display: Loaded TP TVOSTargetPlatform
LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
LogTemp:Display: Loaded TP LinuxServerTargetPlatform
LogTemp:Display: Loaded TP LinuxTargetPlatform
LogTargetPlatformManager:Display: Building Assets For Windows
LogDerivedDataCache:Display: Max Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 0.04s 48MB C:/Users/darce/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/darce/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file U:/Documents/Unreal Projects/Test4/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache: FDerivedDataBackendGraph:  CompressedPak pak cache file U:/Documents/Unreal Projects/Test4/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
LogDerivedDataCache: Using Local data cache path C:/Users/darce/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
LogInit: Selected Device Profile: [Windows]
LogContentStreaming: Texture pool size is 0.00 MB
LogMeshUtilities: No automatic mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
LogMeshUtilities: No distributed automatic mesh merging module available
LogAssetRegistry: FAssetRegistry took 0.0217 seconds to start up
LogPackageLocalizationCache: Processed 3 localized package path(s) for 2 prioritized culture(s) in 0.015135 seconds
LogUObjectArray: 28739 objects as part of root set at end of initial load.
LogUObjectAllocator: 5855632 out of 0 bytes used by permanent object pool.
LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
LogLinker:Warning: Can't find file '/Game/FirstPersonBP/FirstPersonOverview'
LogLinker:Warning: Can't find file '/Game/FirstPersonBP/FirstPersonOverview'
LogUObjectGlobals:Warning: Failed to find object 'Class /Game/FirstPersonBP/FirstPersonOverview.FirstPersonOverview_C'
LogEngine: Initializing Engine...
LogHMD: SteamVR failed to initialize.  Err: 126
LogHMD: SteamVR failed to initialize.  Err: 126
LogAIModule: Creating AISystem for world NewWorld
LogInit: XAudio2 using 'Speakers (TASCAM US-322)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogDerivedDataCache: Saved boot cache 0.02s 48MB C:/Users/darce/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LocalizationService: Info Localization service is disabled
LogFileCache: Scanning file cache for directory 'U:/Documents/Unreal Projects/Test4/Content/' took 0.01s
LogCook:Display: Max memory allowance for cook 8192mb
LogCook:Display: Mobile HDR setting 1
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE="../../../Engine/Content/Maps/Templates/Template_Default.umap" TEMPLATE=1 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogAIModule: Creating AISystem for world Untitled_1
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 25.889ms to complete.
LogFileHelpers: Loading map 'Template_Default' took 0.194
LogCollectionManager: Loaded 0 collections in 0.001757 seconds
LogFileCache: Scanning file cache for directory 'U:/Documents/Unreal Projects/Test4/Saved/Collections/' took 0.01s
LogFileCache: Scanning file cache for directory 'U:/Documents/Unreal Projects/Test4/Content/Developers/darce/Collections/' took 0.01s
LogFileCache: Scanning file cache for directory 'U:/Documents/Unreal Projects/Test4/Content/Collections/' took 0.01s
LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000002 seconds
LogContentBrowser: Native class hierarchy populated in 0.0069 seconds. Added 2047 classes and 369 folders.
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset -  0.000 s
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast -  0.000 s
LogContentBrowser: Native class hierarchy updated for 'GameplayTags' in 0.0004 seconds. Added 12 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0003 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0003 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0003 seconds. Added 1 classes and 2 folders.
LogCrashTracker: Crashtracker disabled due to settings.
LogUObjectGlobals:Warning: Failed to find object 'Class None.'
LogContentBrowser: Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0003 seconds. Added 1 classes and 2 folders.
LogLoad: Full Startup: 4.89 seconds (BP compile: 0.02 seconds)
LogExternalProfiler: Found external profiler: VSPerf
LogExternalProfiler: Using external profiler: VSPerf
LogWindowsTextInputMethodSystem:Display: IME system now deactivated.
LogOcInput: OculusInput pre-init called
LogContentStreaming: Texture pool size now 400 MB
LogRenderer: Reallocating scene render targets to support 1484x896 (Frame:2).
LogAssetRegistry: Asset discovery search completed in 2.7060 seconds
LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000001 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000015 seconds (updated 0 objects)
Running C:/Program Files (x86)/Epic Games/4.12/Engine/Binaries/DotNET/UnrealBuildTool.exe  -projectfiles -project="U:/Documents/Unreal Projects/Test4/Test4.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
LogHotReload: Recompiling module Test4...
LogVSAccessor:Warning: Couldn't access Visual Studio
Recompiling Test4...
Launching UnrealBuildTool... [C:/Program Files (x86)/Epic Games/4.12/Engine/Binaries/DotNET/UnrealBuildTool.exe Test4 -Module Test4 Win64 Development -editorrecompile -canskiplink "U:/Documents/Unreal Projects/Test4/Test4.uproject"  -2015]
Performing full C++ include scan (hot reloading a new target)
Creating makefile for hot reloading Test4 (no existing makefile)
Compiling game modules for hot reload
Parsing headers for Test4Editor
  Running UnrealHeaderTool "U:\Documents\Unreal Projects\Test4\Test4.uproject" "U:\Documents\Unreal Projects\Test4\Intermediate\Build\Win64\Test4Editor\Development\Test4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for Test4Editor in 2.379223 seconds
Performing 7 actions (4 in parallel)
[3/7] Resource ModuleVersionResource.rc.inl
[2/7] Resource PCLaunch.rc
PCH.Test4.h.cpp
C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\INCLUDE\crtdefs.h(10): fatal error C1083: Cannot open include file: 'corecrt.h': No such file or directory
ERROR: UBT ERROR: Failed to produce item: U:\Documents\Unreal Projects\Test4\Binaries\Win64\UE4Editor-Test4.dll
Total build time: 6.84 seconds
CompilerResultsLog: New page: Compilation - 30 Aug 2016 00:59:20
CompilerResultsLog: Info Performing full C++ include scan (hot reloading a new target)
CompilerResultsLog: Info Creating makefile for hot reloading Test4 (no existing makefile)
CompilerResultsLog: Info Compiling game modules for hot reload
CompilerResultsLog: Info Parsing headers for Test4Editor
CompilerResultsLog: Info   Running UnrealHeaderTool "U:\Documents\Unreal Projects\Test4\Test4.uproject" "U:\Documents\Unreal Projects\Test4\Intermediate\Build\Win64\Test4Editor\Development\Test4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
CompilerResultsLog: Info Reflection code generated for Test4Editor in 2.379223 seconds
CompilerResultsLog: Info Performing 7 actions (4 in parallel)
CompilerResultsLog: Info [3/7] Resource ModuleVersionResource.rc.inl
CompilerResultsLog: Info [2/7] Resource PCLaunch.rc
CompilerResultsLog: Info PCH.Test4.h.cpp
CompilerResultsLog: Info C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\INCLUDE\crtdefs.h(10): fatal error C1083: Cannot open include file: 'corecrt.h': No such file or directory
CompilerResultsLog: Info ERROR: UBT ERROR: Failed to produce item: U:\Documents\Unreal Projects\Test4\Binaries\Win64\UE4Editor-Test4.dll
CompilerResultsLog: Info Total build time: 6.84 seconds
LogMainFrame: MainFrame: Module compiling took 7.006 seconds

message log

Info Performing full C++ include scan (hot reloading a new target)
Info Creating makefile for hot reloading Test4 (no existing makefile)
Info Compiling game modules for hot reload
Info Parsing headers for Test4Editor
Info   Running UnrealHeaderTool "U:\Documents\Unreal Projects\Test4\Test4.uproject" "U:\Documents\Unreal Projects\Test4\Intermediate\Build\Win64\Test4Editor\Development\Test4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Info Reflection code generated for Test4Editor in 2.379223 seconds
Info Performing 7 actions (4 in parallel)
Info [3/7] Resource ModuleVersionResource.rc.inl
Info [2/7] Resource PCLaunch.rc
Info PCH.Test4.h.cpp
Info C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\INCLUDE\crtdefs.h(10): fatal error C1083: Cannot open include file: 'corecrt.h': No such file or directory
Info ERROR: UBT ERROR: Failed to produce item: U:\Documents\Unreal Projects\Test4\Binaries\Win64\UE4Editor-Test4.dll
Info Total build time: 6.84 seconds

Hello Starglider17,

You can add include directories by opening Visual Studio’s Solution Explorer and then opening the Properties window for that panel. You can either do this by right-clicking a module and selecting properties or by clicking the wrench icon at the top. After doing this, you can select VC++ Directories on the side and you’ll have multiple fields for include paths, depending on what you need.

Hope this helps!

If you could take a look at this:

I’m not sure why the wrench wasn’t bringing it up for you, but as for the other method, the solution is not the same as a module. A module is the project itself that is being built, so the UE4 and Test08 in your Solution Explorer. When right-clicking that and hitting properties, you should see this window:

104955-propertieswindow.png

Thought I had it back for a second but nope…

It seems like you’re getting a new error due to another issue with includes. This does mean that we’ve fixed the initial problem at least. After searching for that error, I came across this page where it seems that a few other people were able to resolve this issue. Is this of any help?

No idea… Lost me now…

From that webpage you linked (cant find any of this):
"
Ok so I was having similar troubles recently. The problem is the following: under the Tools->Options->Intel Compilers and Tools->Visual Fortran->Compilers->libraries tag there is a poorly defined VS macro. The macro is “UCRTVersion” and it points to wdf. Following the filepath down to the folder specified ($(UniversalCRTSdkDir)Lib$(UCRTVersion)\ucrt\x86) I noticed that the wdf directory in the Windows Kit Tree did not include UCRT. I instead chaned the Call to the macro to a specific version of the Windows 10 Kit ($(UniversalCRTSdkDir)Lib\10.0.10586.0\ucrt\x86) and everything worked perfectly.

This might be something that needs to be corrected at the VS/Windows Kit Level.
"

From another google search I found someone telling me to re-target the solution (How to: Use the Windows SDK in a Windows Desktop application | Microsoft Docs). However that option doesn’t exist in my VS2015.

In continuing to search, I came across this post:

Would you happen to have Windows Driver Kit installed? This issue should be fixed in 4.12.5 (fixed back in 4.11) but there’s always a chance that the bug has come back since.

Another thing that I noticed from your last video that could be a problem, although it’s unlikely, is that you added unnecessary includes. As stated in the post that you were taking these includes from, you needed to add those two includes to Include Directories and Library Directories respectively, not both includes in both. This would mean adding $(UniversalCRT_IncludePath); to Include Directories and $(UniversalCRT_LibraryPath_x64); to Library Directories.

Windows Driver Kit is not installed, not according to add remove programs.

Same issue with the freshly downloaded and installed 4.13

Even after adding paths in VS2015 it dont get to the editor now.

I give up…

A couple things to try; Firstly, try reinstalling your Visual C++ runtimes. The editor requires these to be installed to run so I know you have them but it’s possible that the installation itself is broken.

Secondly, try downloading the editor’s source from Github and see if that will work correctly for. There are some times where people have problems using the Binary editor but don’t have a problem with source. If you haven’t linked your Epic account to a Github account, you can get started here.

https://www.allforthecode.co.uk/fun/ue4_git_compile_01.jpg

https://www.allforthecode.co.uk/fun/ue4_git_compile_02.jpg

I’ve just done another try, removed all c++ runtimes for all dates 2005, 2008 etc, then removed the folders manually.

Re-downloaded and installed x86 and x64 runtimes for vs 2015 community edition, ran vs2015 as admin, then opened UE4 src and selected build got this:

https://www.allforthecode.co.uk/fun/err1.txt

My corecrt.h is located in:
C:\Program Files (x86)\Windows Kits\10\Include\10.0.10240.0\ucrt

I’ve added this path to the project c++ dirs, same error

and a non admin compile results in:

https://www.allforthecode.co.uk/fun/err2-non-admin-compile.txt

I just noticed an error message that wasn’t mentioned before. Have you been running Visual Studio as an administrator? It seems that it could be related to a permissions problem. Also, I’m assuming these pictures are from after you tried reinstalling the Visual C++ Runtimes?

Well, editing Visual Studio files isn’t always the best idea, but it seems like the only thing I can think of to fix this at the moment. Please edit your crtdefs.h file to this:

106237-9-8-2016+3-44-16+pm.png

This way it’ll have the direct path. You’ll likely need to save the file elsewhere and then overwrite as VS likely won’t let you save it in its current location.