A hacky solution that works is to set **bCompileChaos **and **bUseChaos **to true in Engine\Source\Programs\UnrealBuildTool\Configuration\TargetRules.cs
I am also having this issue, my friend is using ubuntu and it compiles fine but crashes sometime during or after initialization of the engine. Giving it another go with OP’s boolean switches in TargetRules.cs
I ran into this problem today as well, and searched through git to see if there was a recent fix. I found a commit on the chaos branch:
The commit adds the following to the end of the HeadlessChaosTarget constructor in HeadlessChaos.Target.cs
// Force enable Chaos as the physics engine for this project as this
// is a Chaos unit test framework - it doesn't build with PhysX enabled
bUseChaos = true;
bCompileChaos = true;
bCompilePhysX = false;
bCompileAPEX = false;
bCompileNvCloth = false;
After adding those lines I was able to compile my project without having to add Chaos to the engine target.
Hey Man, thanks for this. I am new to really digging into both the editor, and developing with unreal 4, and pulled the code recently and encountered this problem. This fix allowed it to compile.
(once I understand some more things and am working more on a “real” project i will get the git set up properly, I just right now am accomplishing technical “goals” to learn while I figure out what I want to do)
Just grabbed the latest 4.26.1 (release) from Github and the compile failed without the above mentioned modifications. Why is this “fix” not in the release branch by default?
I just grabbed release today and I had this issue with my build. So I grabbed “4.26.1-release” and had the same issue. I am using windows 10 and visual studio 2019 16.9.3