This is a question that I know has come up before. I’ve looked at some existing answers:
I’ve attempted to implement the fixes they recommend, and I’m trying to package our project for windows 64-bit and still getting this error. My Build.cs looks like this:
using UnrealBuildTool;
public class MyGame : ModuleRules
{
public MyGame(TargetInfo Target)
{
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Slate", "SlateCore", "HeadMountedDisplay", "RHI"});
MinFilesUsingPrecompiledHeaderOverride = 1;
bFasterWithoutUnity = true;
if (UEBuildConfiguration.bBuildEditor)
{
PublicDependencyModuleNames.AddRange(new string[] { "UnrealEd", "UMG", "XmlParser" });
PrivateDependencyModuleNames.AddRange(new string[] { "XmlParser" });
}
}
}
As you can see I’ve already got an editor module where I’m keeping all my editor specific stuff. I’ve also tried just pushing any extra modules into the if(…bBuildEditor) just on the chance that any of them are editor specific.
I’ve combed through my code to see if there’s anywhere in my normal game runtime where I’m including UnrealEd.h and there is one place. I’m surrounding it with #WITH_EDITOR pragmas, but I have no idea if these work for includes? (I have tried commenting this include and the code that uses it out, and I still can’t package so it’s not that anyway)
I’m out of ideas now as to where this issue might be coming from, does anyone have any suggestions?
Cheers!