C++ Not compiling because of error in Nanite code

I didn’t have this issue until recently and I haven’t changed any code that should be causing this issue. Im in version 5.1.1 of Unreal.

The build error is as such:

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[Upgrade] Using backward-compatible include order. The latest version of UE has changed the order of includes, which may require code changes. The current setting is:
[Upgrade]     IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_0
[Upgrade] Suppress this message by setting 'IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1;' in HermitEditor.Target.cs.
[Upgrade] Alternatively you can set this to 'EngineIncludeOrderVersion.Latest' to always use the latest include order. This will potentially cause compile errors when integrating new versions of the engine.
[Upgrade]
Determining max actions to execute in parallel (12 physical cores, 24 logical cores)
  Executing up to 12 processes, one per physical core
  Requested 1.5 GB free memory per action, 5.89 GB available: limiting max parallel actions to 3
Building 46 actions with 3 processes...
[1/46] Compile SharedPCH.Engine.ShadowErrors.InclOrderUnreal5_0.cpp
C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\Engine\Classes\Materials\MaterialOverrideNanite.h(21) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int

Which points to some errors in the Nanite code. Does anyone have a solution to this?

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I think you may be on to something because I don’t have the issue on a different machine with a clean install of what should be the 5.1.1 version. Maybe something goes wrong in updating but not doing a clean install?

That’d be my best guess but I feel fairly clueless as to why this is happening. I’m considering just copy-pasting whatever files are broken and trying that but haven’t gotten around to it.

Thank you for confirming its not just me though!