Cannot run JSBSim plugin (build fails)

I cannot load the JSBSim UnrealEngine/UEReferenceApp.uproject into UE5:

  • a popup reports missing modules (this is expected, according to Step 4 in the instructions, and requires a rebuild)
  • the rebuild fails (see log below), so UE5 prompts me to build the code in the IDE (VS Code), but it fails:
    make: *** No rule to make target 'CrashReportClient-Linux-Shipping', needed by 'RequiredTools'. Stop.

JSBSim was originally built in a <path to JSBSim>/build directory and there are several Makefiles in there. When the IDE tries to rebuild the plugin, I think it is trying to use a new Makefile in the <path to JSBSim>/UnrealEngine directory. Is that correct?

How can I rebuild using the IDE? Do I need to create any files for the build to work (e.g. using something like UE5’s GenerateProjectFiles.sh?)

Environment
System: Fedora 39
Clang: 17.0.6
JSBSim and UnrealEngine: both built from source taken from github on June 27 2024

Build log when building in UE5 (not the IDE)

Running <path to UE5>/Engine/Build/BatchFiles/Linux/Build.sh Development Linux -Project="<path to JSBSim>/UnrealEngine/UEReferenceApp.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Setting up bundled DotNet SDK
Running command : dotnet Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.dll Development Linux -Project=<path to JSBSim>/UnrealEngine/UEReferenceApp.uproject -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Log file: <path to UE5>/Engine/Programs/UnrealBuildTool/Log.txt
Using 'git status' to determine working set for adaptive non-unity build (<path to UE5>).
Using 'git status' to determine working set for adaptive non-unity build (<path to JSBSim>).
Creating makefile for UEReferenceAppEditor (no existing makefile)
JSBSim Path Check OK: <path to JSBSim>/UnrealEngine/Plugins/JSBSimFlightDynamicsModel/Source/ThirdParty/JSBSim/Lib/Linux/libJSBSim.so
@progress push 5%
Parsing headers for UEReferenceAppEditor
  Running Internal UnrealHeaderTool "<path to JSBSim>/UnrealEngine/UEReferenceApp.uproject" "<path to JSBSim>/UnrealEngine/Intermediate/Build/Linux/UEReferenceAppEditor/Development/UEReferenceAppEditor.uhtmanifest" -WarningsAsErrors
Total of 12782 written
Reflection code generated for UEReferenceAppEditor in 4.1159693 seconds
@progress pop
------- Build details --------
Using toolchain located at '<path to UE5>/Engine/Extras/ThirdPartyNotUE/SDKs/HostLinux/Linux_x64/v22_clang-16.0.6-centos7/x86_64-unknown-linux-gnu'.
Using clang (<path to UE5>/Engine/Extras/ThirdPartyNotUE/SDKs/HostLinux/Linux_x64/v22_clang-16.0.6-centos7/x86_64-unknown-linux-gnu/bin/clang++) version 'clang version 16.0.6 (github.com/llvm/llvm-project 7cbf1a2591520c2491aa35339f227775f4d3adf6)
Target: x86_64-unknown-linux-gnu
Thread model: posix
InstalledDir: <path to UE5>/Engine/Extras/ThirdPartyNotUE/SDKs/HostLinux/Linux_x64/v22_clang-16.0.6-centos7/x86_64-unknown-linux-gnu/bin' (string), 16 (major), 0 (minor), 6 (patch)
Using bundled libc++ standard C++ library.
Using lld linker
Using llvm-ar (<path to UE5>/Engine/Extras/ThirdPartyNotUE/SDKs/HostLinux/Linux_x64/v22_clang-16.0.6-centos7/x86_64-unknown-linux-gnu/bin/llvm-ar) version 'LLVM (http://llvm.org/):
  LLVM version 16.0.6
  Optimized build. (string)'
Using fast way to relink  circularly dependent libraries (no FixDeps).
Targeted minimum CPU architecture: None
------------------------------
Building would modify the following engine files:

<path to UE5>/Engine/Intermediate/Build/Linux/x64/UEReferenceAppEditor/Development/libUEReferenceAppEditor-AITestSuite.relinked_action_ran
...lot of similar rows deleted...
<path to UE5>/Engine/Intermediate/Build/Linux/x64/UEReferenceAppEditor/Development/libUEReferenceAppEditor-ViewportInteraction.relinked_action_ran

Please rebuild from an IDE instead.
Total execution time: 10.23 seconds