I’ve been googling and have found nothing, which is super weird.
I have a project (a VR short film) that will package in 4.26.
Recently I’ve been testing whether it’s worth migrating to 5.1.1 and got most everything working in Engine (with a few random exceptions, mostly lighting and fx changes)
But when trying to package, I get the following:
Error: Project contains multiple editor targets but no DefaultEditorTarget is set in the [/Script/BuildSettings.BuildSettings] section of DefaultEngine.ini
My guess is that it’s related to migrating, and having to copy some plugin files over, but I can’t figure out a solution. Have tried all the usual - right-click on content to “Fix Up”… tried trashing the Config folder for it to be rebuilt… tried deleting Intermediate, Saved, and Binaries and rebuilding the sln … nothing working.
Help?
> UATHelper: Packaging (Windows): ERROR: Project contains multiple editor targets but no DefaultEditorTarget is set in the [/Script/BuildSettings.BuildSettings] section of DefaultEngine.ini
UATHelper: Packaging (Windows): (see C:\Users\skipp\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.1\Log.txt for full exception trace) > PackagingResults: Error: Project contains multiple editor targets but no DefaultEditorTarget is set in the [/Script/BuildSettings.BuildSettings] section of DefaultEngine.ini
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 2s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error
LogAudioMixer: Warning: Decoder Error, stopping source [CompileFailed]
Open the project’s DefaultEngine.ini configuration file. You can find this file in the Config folder of your project directory.
Look for the [/Script/BuildSettings.BuildSettings] section in the configuration file.
If the DefaultEditorTarget setting is missing, add the following line to the BuildSettings section:
DefaultEditorTarget=TargetName
Replace “TargetName” with the name of the editor target that you want to set as the default. The name of the editor target should match the name of the .uproject file for that target.
That did it, though it’s not necessarily the name of the uproject file. I found the name of the target/s in the platforms dropdown, though. Guess I have to figure out where to rename all that and make sure it’s all linked together since the two targets are the two key plugins I’m using