I had an old UE 4.26 project that I used to work on on Windows. I’m trying to open it on Linux. I build Unreal 4.26 with no issues. But when I try to open the project, I’m first told that it was made with a different version of Unreal. It was the same version but a different platform. I don’t thank if that’s supposed to be an issue. Unreal then makes a copy each and every time. Then, after it’s tried rebuilding the project, I gives me a very long error message. I’m cutting here for space.
ERROR: Building would modify the following engine files:
/mnt/sterling/UnrealEngine/Engine/Binaries/Linux/Android/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Binaries/Linux/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/2D/Paper2D/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/AI/AISupport/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/AI/EnvironmentQueryEditor/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Blendables/LightPropagationVolume/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Cameras/CameraShakePreviewer/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Developer/AnimationSharing/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Developer/CLionSourceCodeAccess/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Developer/CodeLiteSourceCodeAccess/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Developer/GitSourceControl/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Developer/KDevelopSourceCodeAccess/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Developer/NullSourceCodeAccess/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Developer/PerforceSourceControl/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Developer/PlasticSourceControl/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Developer/PluginUtils/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Developer/PropertyAccessNode/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Developer/SubversionSourceControl/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Developer/UObjectPlugin/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Developer/VisualStudioCodeSourceCodeAccess/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Editor/AssetManagerEditor/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Editor/BlueprintMaterialTextureNodes/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Editor/ContentBrowser/ContentBrowserAssetDataSource/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Editor/ContentBrowser/ContentBrowserClassDataSource/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Editor/CryptoKeys/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Editor/CurveEditorTools/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Editor/DataValidation/Binaries/Linux/UE4Editor.modules
[...]
/mnt/sterling/UnrealEngine/Engine/Plugins/Runtime/CustomMeshComponent/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Runtime/EditableMesh/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Runtime/ExampleDeviceProfileSelector/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Runtime/GooglePAD/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Runtime/LinuxDeviceProfileSelector/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Runtime/LocationServicesBPLibrary/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Runtime/MobilePatchingUtils/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Runtime/PhysXVehicles/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Runtime/ProceduralMeshComponent/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Runtime/PropertyAccess/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Runtime/RuntimePhysXCooking/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Runtime/SignificanceManager/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Runtime/SoundFields/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Runtime/Steam/SteamVR/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Runtime/Synthesis/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Runtime/WebMMoviePlayer/Binaries/Linux/UE4Editor.modules
/mnt/sterling/UnrealEngine/Engine/Plugins/Tests/ScreenshotTools/Binaries/Linux/UE4Editor.modules
Please rebuild from an IDE instead.
When I try opening the project through UE4Editor through Qt Creator, I get:
The engine module is out of date and cannot be compiled while the engine is running.
I tried compiling with RunUAT like this:
/RunUAT.sh BuildGame -project=/Path/to/Profect/File.uproject -platform=Linux -configuration=Development
Every time I try opening the project with UE4Editor, it creates a new copy. It says that the project was created with a different version of Unreal, which is not true.
I tried deleting the folders Source
, Intermediate
, and so forth.
I tried adding DefaultBuildSettings = BuildSettingsVersion.V2;
to both Target.cs
files. I tried removing the last two options to the Arguments
string in the file Engine/Source/Developer/DesktopPlatform/Private/DesktopPlatformBase.cpp
, changing Arguments += " -Progress -NoEngineChanges -NoHotReloadFromIDE";
to Arguments += " -Progress";
and the recompiling the whole engine. I recompiled the project many, many times.
At this stage, I really no longer know what to try, short of creating a new project and slowly importing everything into it. I really don’t want to resort to that.
What can I do?