Recently I went to move my UE 4.27 project to UE5.03 and im stuck getting a critical error. I have had no issues while building in 4.27 and have checked and debugged everything. Both of the previous UE version 4.27 and 4.25 worked and compiled fine only with some tweaks needed. UE5 on the hand just doesn’t compile at all and I don’t know what the issue is and I cant find anything online that fixes my issue. I think its some issue with the header tool but I don’t know what to do to fix it. If anyone could like lead me in a direction where some of my code could be bad or something that would be very appreciated.
This is my 5.03 output log which always errors
Build started...
1>------ Build started: Project: FortniteGame, Configuration: Development_Editor x64 ------
1>Using bundled DotNet SDK
1>Log file: C:\Users\Giuseppe DeLuca\AppData\Local\UnrealBuildTool\Log.txt
1>Creating makefile for FortniteEditor (no existing makefile)
1>Parsing headers for FortniteEditor
1> Running UnrealHeaderTool "F:\UnrealProjects\FortniteGame 5.0\FortniteGame.uproject" "F:\UnrealProjects\FortniteGame 5.0\Intermediate\Build\Win64\FortniteEditor\Development\FortniteEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\Giuseppe DeLuca\AppData\Local\UnrealBuildTool\Log_UHT.txt" -installed
1>LogWindows : error : === Critical error: ===
1>LogWindows : error :
1>LogWindows : error : Assertion failed: TypeDef [File:D:\build\++UE5\Sync\Engine\Source\Programs\UnrealHeaderTool\Private\ClassMaps.h] [Line: 70]
1>LogWindows : error :
1>LogWindows : error :
1>LogWindows : error :
1>LogWindows : error :
1>C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "C:\EpicGames\UE_5.0\Engine\Build\BatchFiles\Build.bat FortniteEditor Win64 Development -Project="F:\UnrealProjects\FortniteGame 5.0\FortniteGame.uproject" -WaitMutex -FromMsBuild" exited with code 3.
1>Done building project "FortniteGame.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
This is my 4.27 build log other than the attach warning it builds completely fine
Rebuild started...
1>------ Rebuild All started: Project: FortniteGame, Configuration: Development_Editor x64 ------
1>Cleaning FortniteEditor and UnrealHeaderTool binaries...
1>Creating makefile for FortniteEditor (no existing makefile)
1>Parsing headers for FortniteEditor
1> Running UnrealHeaderTool "F:\UnrealProjects\FortniteGame 4.27\FortniteGame.uproject" "F:\UnrealProjects\FortniteGame 4.27\Intermediate\Build\Win64\FortniteEditor\Development\FortniteEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\Giuseppe DeLuca\AppData\Local\UnrealBuildTool\Log_UHT.txt" -installed
1>LogInit: Display: Loading text-based GConfig....
1>Reflection code generated for FortniteEditor in 3.0926728 seconds
1>Building FortniteEditor...
1>Using Visual Studio 2022 14.33.31629 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.33.31629) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>[Upgrade]
1>[Upgrade] Using backward-compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes:
1>[Upgrade] bLegacyPublicIncludePaths = false => Omits subfolders from public include paths to reduce compiler command line length. (Previously: true).
1>[Upgrade] ShadowVariableWarningLevel = WarningLevel.Error => Treats shadowed variable warnings as errors. (Previously: WarningLevel.Warning).
1>[Upgrade] PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs => Set in build.cs files to enables IWYU-style PCH model. See https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/IWYU/index.html. (Previously: PCHUsageMode.UseSharedPCHs).
1>[Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.V2;' in FortniteEditor.Target.cs, and explicitly overriding settings that differ from the new defaults.
1>[Upgrade]
1>Building 39 actions with 20 processes...
1> [1/39] Default.rc2
1> [2/39] Default.rc2
1> [3/39] Default.rc2
1> [4/39] Default.rc2
1> [5/39] SharedPCH.UnrealEd.cpp
1> Detected compiler newer than Visual Studio 2019, please update min version checking in WindowsPlatformCompilerSetup.h
1> [6/39] SharedPCH.Engine.cpp
1> Detected compiler newer than Visual Studio 2019, please update min version checking in WindowsPlatformCompilerSetup.h
1> [7/39] FortItemDefinitionThumbnailRenderer.gen.cpp
1> [8/39] FortActorFactory.cpp
1> [9/39] FortniteEditor.init.gen.cpp
1> [10/39] FortActorFactory.gen.cpp
1> [11/39] FortUnrealEdEngine.cpp
1> [12/39] FortUnrealEdEngine.gen.cpp
1> [13/39] FortItemDefinitionThumbnailRenderer.cpp
1> [14/39] Module.OnlineSubsystemMcp.gen.cpp
1> [15/39] FortMtxOfferData.gen.cpp
1> [16/39] Module.OnlineSubsystemMcp.cpp
1> [17/39] UE4Editor-OnlineSubsystemMcp.lib
1> Creating library F:\UnrealProjects\FortniteGame 4.27\Plugins\OnlineSubsystemMcp\Intermediate\Build\Win64\UE4Editor\Development\OnlineSubsystemMcp\UE4Editor-OnlineSubsystemMcp.lib and object F:\UnrealProjects\FortniteGame 4.27\Plugins\OnlineSubsystemMcp\Intermediate\Build\Win64\UE4Editor\Development\OnlineSubsystemMcp\UE4Editor-OnlineSubsystemMcp.exp
1> [18/39] UE4Editor-OnlineSubsystemMcp.dll
1> Creating library F:\UnrealProjects\FortniteGame 4.27\Plugins\OnlineSubsystemMcp\Intermediate\Build\Win64\UE4Editor\Development\OnlineSubsystemMcp\UE4Editor-OnlineSubsystemMcp.suppressed.lib and object F:\UnrealProjects\FortniteGame 4.27\Plugins\OnlineSubsystemMcp\Intermediate\Build\Win64\UE4Editor\Development\OnlineSubsystemMcp\UE4Editor-OnlineSubsystemMcp.suppressed.exp
1> [19/39] FortniteUIModule.cpp
1> [20/39] FortMtxOfferData.cpp
1> [21/39] Module.FortniteGame.gen.3_of_7.cpp
1> [22/39] FortniteUI.init.gen.cpp
1> [23/39] Module.FortniteGame.gen.4_of_7.cpp
1> [24/39] UE4Editor-FortniteUI.lib
1> Creating library F:\UnrealProjects\FortniteGame 4.27\Intermediate\Build\Win64\UE4Editor\Development\FortniteUI\UE4Editor-FortniteUI.lib and object F:\UnrealProjects\FortniteGame 4.27\Intermediate\Build\Win64\UE4Editor\Development\FortniteUI\UE4Editor-FortniteUI.exp
1> [25/39] Module.FortniteGame.gen.5_of_7.cpp
1> [26/39] Module.FortniteGame.gen.7_of_7.cpp
1> [27/39] Module.FortniteGame.gen.6_of_7.cpp
1> [28/39] Module.FortniteGame.gen.1_of_7.cpp
1> [29/39] Module.FortniteGame.cpp
1>F:/UnrealProjects/FortniteGame 4.27/Source/FortniteGame/Private/FortTimeOfDayManager.cpp(15): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
1>F:/UnrealProjects/FortniteGame 4.27/Source/FortniteGame/Private/Items/FortPickupEffect.cpp(29): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
1>F:/UnrealProjects/FortniteGame 4.27/Source/FortniteGame/Private/Items/FortPickupEffect.cpp(30): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
1>F:/UnrealProjects/FortniteGame 4.27/Source/FortniteGame/Private/Weapons/FortWeapon.cpp(17): warning C4996: 'USceneComponent::AttachTo': This function is deprecated, please use AttachToComponent instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
1> [30/39] Module.FortniteGame.gen.2_of_7.cpp
1> [31/39] UE4Editor-FortniteGame.lib
1> Creating library F:\UnrealProjects\FortniteGame 4.27\Intermediate\Build\Win64\UE4Editor\Development\FortniteGame\UE4Editor-FortniteGame.lib and object F:\UnrealProjects\FortniteGame 4.27\Intermediate\Build\Win64\UE4Editor\Development\FortniteGame\UE4Editor-FortniteGame.exp
1> [32/39] UE4Editor-FortniteGame.dll
1> Creating library F:\UnrealProjects\FortniteGame 4.27\Intermediate\Build\Win64\UE4Editor\Development\FortniteGame\UE4Editor-FortniteGame.suppressed.lib and object F:\UnrealProjects\FortniteGame 4.27\Intermediate\Build\Win64\UE4Editor\Development\FortniteGame\UE4Editor-FortniteGame.suppressed.exp
1> [33/39] FortItemFactory.cpp
1> [34/39] FortItemFactory.gen.cpp
1> [35/39] FortniteEditor.cpp
1> [36/39] UE4Editor-FortniteEditor.lib
1> Creating library F:\UnrealProjects\FortniteGame 4.27\Intermediate\Build\Win64\UE4Editor\Development\FortniteEditor\UE4Editor-FortniteEditor.lib and object F:\UnrealProjects\FortniteGame 4.27\Intermediate\Build\Win64\UE4Editor\Development\FortniteEditor\UE4Editor-FortniteEditor.exp
1> [37/39] UE4Editor-FortniteEditor.dll
1> Creating library F:\UnrealProjects\FortniteGame 4.27\Intermediate\Build\Win64\UE4Editor\Development\FortniteEditor\UE4Editor-FortniteEditor.suppressed.lib and object F:\UnrealProjects\FortniteGame 4.27\Intermediate\Build\Win64\UE4Editor\Development\FortniteEditor\UE4Editor-FortniteEditor.suppressed.exp
1> [38/39] UE4Editor-FortniteUI.dll
1> Creating library F:\UnrealProjects\FortniteGame 4.27\Intermediate\Build\Win64\UE4Editor\Development\FortniteUI\UE4Editor-FortniteUI.suppressed.lib and object F:\UnrealProjects\FortniteGame 4.27\Intermediate\Build\Win64\UE4Editor\Development\FortniteUI\UE4Editor-FortniteUI.suppressed.exp
1> [39/39] FortniteEditor.target
1>Total time in Parallel executor: 66.60 seconds
1>Total execution time: 71.37 seconds
1>Done building project "FortniteGame.vcxproj".
========== Rebuild All: 1 succeeded, 0 failed, 0 skipped ==========