Cannot create new plugin using wizard

Edit > Plugins > Add

To launch the Plugin Creator results in a plugin that won’t compile.

I have gone through all the fixes suggested in other posts with no success:

  • Unreal 5.6
  • Mac / Xcode
  • Xcode 2.6
  • Rider

(Invalidating the caches on Rider and zapping all the temporary files did not fix it).

Message:

Failed to compile plugin source code. See output log for more information.

Log.txt (235.4 KB)

All the errors in the failed compile relate to re-defined macros, and they are warnings that are treated as errors.

In file included from /Users/sez/depot/AdventureTemplate/Plugins/AdventureHelpers/Intermediate/Build/Mac/arm64/UnrealEditor/Development/AdventureHelpers/Definitions.AdventureHelpers.h:3:
/Users/sez/depot/AdventureTemplate/Intermediate/Build/Mac/arm64/AdventureTemplateEditor/Development/UnrealEd/SharedDefinitions.UnrealEd.Project.ValApi.ValExpApi.Cpp20.h:284:9: error: ‘UE_IS_ENGINE_MODULE’ macro redefined [-Werror,-Wmacro-redefined]
284 | #define UE_IS_ENGINE_MODULE 0
| ^
/Users/sez/depot/AdventureTemplate/Intermediate/Build/Mac/arm64/AdventureTemplateEditor/Development/UnrealEd/SharedDefinitions.UnrealEd.Cpp20.h:75:9: note: previous definition is here
75 | #define UE_IS_ENGINE_MODULE 1

I messed about a lot with bWarningsAsErrors = false; and one time it seemed to work.

But I had named that one asdfasdf so I deleted it again, thinking I’d fixed the problem.

Went to try to recreate it and the problem was back again.

In the end I went through and renamed my asdfasdf plugin with a global search and replace and hoped I got it right. This will be a pain if I want to create another plugin.

Does anyone have any idea what is causing this? Or how to fix it?

UPDATE - WORKAROUND - Requires Rider. The issues with creating a plugin using the wizard in the Unreal Editor is still occurring. But I found that I can use the wizard in Rider, and that does work.

This Youtube video (old, but still accurate) shows the Rider method (linked to timestamp), and it worked for me.

THEORY - the code generated by the Unreal Editor wizard is OK, but because it tries to compile it and fails, then deletes all the code it generated (because of the compile failure) the issue becomes a blocker. A cheap fix for Unreal instead of figuring out what flags or build settings needs to be changed, just throw a warning and avoid deleting the folder of code.