And so, the plot thickens. Although it’s true that the editor compiles as I said earlier, the compilation error is causing a lack of module manifest data in ModuleManager.cpp (quoted as line 1378). The full error is as follows:
Fatal error: [File:C:\Users\JDavi\OneDrive\Documents\code\src\UnrealEngine\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp] [Line: 1378]
Unable to read module manifest from '../../../Engine/Binaries/Win64/UnrealEditor.modules'. Module manifests are generated at build time, and must be present to locate modules at runtime.
At this point, I’m at a complete loss. As I have a very specific use case for which this is required, I can’t simply copy things over from a download that uses the Epic Games Store to solve this (although it would have the missing files in place). That being said, it is similar to a game compile so I’m going to see if some suggestions that I have previously been given apply here. I can’t guarantee that it will work, but it’s the last option that I have absent an investigation by Epic.