Build failed

61>------ Generation has been started: project: UnrealObjectPtrTool, config: Debug_Program x64 ------
55>Win64 using Manual SDK 10.0.20348.0
55>Using ‘git status’ to determine working set for adaptive non-unity build (D:\program\Unreal\UnrealEngine).
61>Using bundled DotNet SDK
55>Building UnrealFileServer…
55>Using Visual Studio 2019 14.29.30133 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133) and Windows 10.0.20348.0 SDK (C:\Program Files (x86)\Windows Kits\10).
55>Building 316 actions with 1 process…
55> [1/316] Compile SharedPCH.Engine.ShadowErrors.cpp
55>D:\program\Unreal\UnrealEngine\Engine\Source\Runtime\Engine\Classes\Components\ActorComponent.h(373): error C3668: “UActorComponent::GetWorld”: Methods that contain the override specifier “override” do not override any base class methods.

55> [3/316] Compile UnrealFileServer.cpp
55>D:\program\Unreal\UnrealEngine\Engine\Source\Runtime\NetworkFileSystem\Public\INetworkFileSystemModule.h(7): fatal error C1083: Cannot open included files: “ShaderCompiler.h”: No such file or directory

UnrealFileServer.vcxproj failed.

please help,

Did you build it? Same problem

We have fixed the ShaderCompiler.h issue by adding PublicDependencyModuleNames.AddRange(
new string[] {
to the NetworkFileSystem.Build.cs.

The only solution so we have found so far with the UnrealFileSystem is to exclude it from building. Has anyone found the proper solution for this yet?