Brand new C++ Project not compiling in Unreal Engine 5.3.2

I created a new C++ project in Unreal 5.3.2 and right off the bat, it won’t compile.

Initially it wouldn’t even create until I deleted some MySQL Plugin directly from the Engine’s plugin directory.
Now it simply won’t compile. It won’t compile from the Engine and it won’t compile from Visual Studio 2022.

When I try to compile from the engine, it returns this message in the output log:

unreal engine Warning: RebindPackages not possible

When I compile from VS 2022 17.8.5, the output returns:

Severity	Code	Description	Project	File	Line	Suppression State	Details
Error	CS8604	Possible null reference argument for parameter 'other' in 'void HashSet<string>.UnionWith(IEnumerable<string> other)'.	BuildGraph.Automation	H:\Unreal Engine\UE_5.3\Engine\Source\Programs\AutomationTool\BuildGraph\BgScriptReader.cs	1640	Active	
Error	CA2017	Number of parameters supplied in the logging message template do not match the number of named placeholders (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca2017)	AutomationScripts.Automation	H:\Unreal Engine\UE_5.3\Engine\Source\Programs\AutomationTool\Scripts\CheckForHacks.cs	87	Active	

I have verified my Unreal Engine files with the Epic Games Launcher.
I tried a full reinstall of Visual Studio 2022 following the instructions from the UE 5.3 documentation. Same problem.
I have a separete installation of Unreal Engine 5.0.3 and projects still compile fine there. I don’t understand why 5.3.2 doesn’t compile.

Also for some reason, there is a permission error in Windows when I try to delete the Intermediate folder from my new project’s directory.

Double check you set your project as Startup Project inside your vs project.

Try to disable your firewall/antivirus and install all the required latest sdk for vs to work with unreal.

You need to fix the source files as shown here: Error compiling the Automation Tool after updating Visual Studio today (Unreal 5.3.2) - #7 by DreamSworK

I think it will be fixed later in a hotfix

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