4.21: Non-editor build cannot depend on non-redistributable modules

Hey guys,

So I’m trying to make a build of my game and I’m getting some errors and could really use some help. If I go to make a shipping build, I get “Non-editor build cannot depend on non-redistributable modules” and then it feels like everything ever is listed.

UATHelper: Packaging (Windows (64-bit)):   ERROR: ERROR: Non-editor build cannot depend on non-redistributable modules. C:\Users\Dylan\Documents\GitHub\In-Passing\Binaries\Win64\Unbelievable-Win64-Shipping.exe depends on 'EditorStyle', 'Settings', 'SourceCodeAccess', 'SourceControl', 'CurveEditor', 'WorkspaceMenuStructure', 'CurveAssetEditor', 'DesktopPlatfo
rm', 'TargetPlatform', 'MessageLog', 'ClassViewer', 'HardwareTargeting', 'DirectoryWatcher', 'AddContentDialog', 'GameProjectGeneration', 'UATHelper', 'Merge', 'BlueprintGraph', 'KismetWidgets', 'ActorPickerMode', 'RawMesh', 'MaterialBaking', 'ClothingSystemEditorInterface', 'MeshReductionInterface', 'HierarchicalLODUtilities', 'HierarchicalLODOutliner', 'Co
mmonMenuExtensions', 'PinnedCommandList', 'AdvancedPreviewScene', 'SkeletonEditor', 'StatsViewer', 'DeviceProfileServices', 'SceneOutliner', 'MovieSceneCaptureDialog', 'SequencerWidgets', 'SequenceRecorderSections', 'Sequencer', 'PixelInspectorModule', 'DeviceManager', 'ExternalImagePicker', 'SharedSettingsWidgets', 'SettingsEditor', 'UnrealEdMessages', 'Scr
eenShotComparisonTools', 'AutomationController', 'AutomationWindow', 'DesktopWidgets', 'ScreenShotComparison', 'ProfilerMessages', 'ProfilerClient', 'Profiler', 'SessionFrontend', 'SlateReflector', 'Layers', 'LandscapeEditor', 'Localization', 'InternationalizationSettings', 'ConfigEditor', 'ViewportInteraction', 'ComponentVisualizers', 'AudioSettingsEditor',
 'DetailCustomizations', 'FoliageEdit', 'WorldBrowser', 'NewLevelDialog', 'DeviceProfileEditor', 'CollectionManager', 'PlacementMode', 'LauncherServices', 'IntroTutorials', 'VREditor', 'LevelEditor', 'SequenceRecorder', 'AnimationEditor', 'Persona', 'AnimationModifiers', 'MeshBoneReduction', 'AnimationBlueprintEditor', 'SceneDepthPickerMode', 'SkeletalMeshEd
itor', 'GraphColor', 'MeshUtilitiesCommon', 'MeshDescriptionOperations', 'QuadricMeshReduction', 'MeshBuilder', 'MeshUtilities', 'StaticMeshEditor', 'MeshMergeUtilities', 'MaterialUtilities', 'MaterialEditor', 'MovieSceneTools', 'KismetCompiler', 'DerivedDataCache', 'HotReload', 'BlueprintCompilerCppBackend', 'BlueprintNativeCodeGen', 'Kismet', 'GraphEditor'
, 'LocalizationCommandletExecution', 'LocalizationService', 'TranslationEditor', 'UndoHistory', 'ProjectTargetPlatformEditor', 'OutputLog', 'LocalizationDashboard', 'MainFrame', 'TextureEditor', 'CurveTableEditor', 'DataTableEditor', 'FontEditor', 'AudioEditor', 'AssetTools', 'SourceControlWindows', 'PackagesDialog', 'ContentBrowser', 'Documentation', 'Prope
rtyEditor', 'AnimGraph', 'InputBindingEditor', 'SwarmInterface', 'TargetDeviceServices', 'MeshPaint', 'MeshPaintMode', 'PluginWarden', 'ClothingSystemEditor', 'PIEPreviewDeviceSpecification', 'PIEPreviewDeviceProfileSelector', 'PakFileUtilities', 'BspMode', 'GameplayDebugger', 'FunctionalTesting', 'DistCurveEditor', 'Cascade', 'UMGEditor', 'Matinee', 'Editor
SettingsViewer', 'PhysicsAssetEditor', 'ProjectLauncher', 'StringTableEditor', 'GeometryMode', 'TextureAlignMode', 'Blutility', 'MergeActors', 'ProjectSettingsViewer', 'PListEditor', 'AIGraph', 'BehaviorTreeEditor', 'EnvironmentQueryEditor', 'ViewportSnapping', 'GameplayTasksEditor', 'HTML5TargetPlatform', 'HTML5PlatformEditor', 'OverlayEditor', 'ClothPainte
r', 'TimeManagementEditor', 'IOSPlatformEditor', 'AndroidDeviceDetection', 'AndroidPlatformEditor', 'LuminPlatformEditor', 'UnrealEd', 'EditorWidgets'.

If I do a dev build, I get this:

PackagingResults: Error: System.IO.DirectoryNotFoundException: Could not find a part of the path ‘C:\Program Files\Epic Games\UE_4.21\Engine\Intermediate\Build\Win64\UE4\Development\SourceCodeAccess\SourceCodeAccess.precompiled’.

I am able to cook and all that without problems.

I’ll attach the logs. Any help would be much appreciated. link textlink text

Turns out somehow I just didn’t have a build.cs file at all, but now I have a new barrage of errors I have no clue how to fix: namely, /script/projectname can’t be found for ANYTHING ever. I have no idea what this folder is or where it’s supposed to be.

Somehow submitted without my newest log: link text

Just kidding, I was wrong about all of this too. All I managed to do was trick Unreal into not seeing the C++ files which removed those errors – it also meant that the editor no longer saw those files and could not actually run anything. Whoops.

Solved this! Had to take out an editor reference in my .uproject via text editor, as well as removed some Uedit includes in C++ files.