We have a small Unreal 5 showcase project, Blueprint with a couple C++ classes. It started with Early Access and was ported to subsequent versions.
It works as expected on our Windows development computers, on 5.0.1 now.
Now I’m trying to port it to a Linux box, in order to run a dedicated server and test networking.
I sucessfully compiled the 5.0.1 version of the engine. UnrealEditor starts as expected from the command line.
Our problem happens after cloning our project repository to the Linux box and trying to launch open it with UnrealEditor, from the code repo directory:
$ /Path/To/UnrealEngine/Engine/Binaries/Linux/UnrealEditor $(pwd)/proof_of_concept.uproject
Running this outputs a bunch of regular logs before exiting without ever opening the editor window. The only log lines that seem off are:
LogInit: Warning: Incompatible or missing module: proof_of_concept
And a bit later:
LogLinux: Warning: MessageBox: The following modules are missing or built with a different engine version:
proof_of_concept
Would you like to rebuild them now?: Missing proof_of_concept Modules: zenity reported error or failed to launch: 129: No is implied.
LogCore: Engine exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.
We’ve tried building that module from the command line, before starting the editor, as follows:
$ /Path/To/UnrealEngine/Engine/Build/BatchFiles/Linux/Build.sh proof_of_concept Linux Development -project=$(pwd)/proof_of_concept.uproject
Build seems OK:
$ ls Binaries/Linux/
proof_of_concept proof_of_concept.debug proof_of_concept.sym proof_of_concept.target
However, the editor still refuses to start with the same output.
Are we building the module correctly?
Is there a way to ask the editor to build missing modules at startup? (As is possible on Windows through a dialog box.)
Starting the editor with the -game or -server switches produces the same behavior.