Can't Create project with C++

Hello! I’m new to UE and c++ so sorry in advance for maybe noob questions.
First - my rig:
UE 5.2
win11
VS 2022
VS Code latest

I can’t start/create project with C++ (with blueprint works fine). New blanc project. First, I get this log message:

The project could not be compiled. Would you like to open it in Visual Studio Code?

Running X:/Games/UE_5.2/Engine/Build/BatchFiles/Build.bat Development Win64 -Project="C:/Users/Nikita/OneDrive/Projects/Unreal Engine/S03_CryptRaider/CryptRaider/CryptRaider.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE

Using bundled DotNet SDK version: 6.0.302

Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" Development Win64 -Project="C:/Users/Nikita/OneDrive/Projects/Unreal Engine/S03_CryptRaider/CryptRaider/CryptRaider.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE

Log file: C:\Users\Nikita\AppData\Local\UnrealBuildTool\Log.txt

Creating makefile for CryptRaiderEditor (no existing makefile)

Expecting to find a type to be declared in a module rules named 'MetaHumanProjectUtilities' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null.  This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.

If I click on “open with visual studio code” - it gives me error below:

And project won’t start. If I try to open file in folder or start project from UE menu it gives me those errors
2
1

Now what have I tried with no result:

  1. updating Visual Studio (with VS intaller) and intalling win11 sdk

  2. Running UE as admin

  3. try to compile it with VSCode. I get this log

*  Executing task in folder CryptRaider: Engine\Build\BatchFiles\Build.bat CryptRaiderEditor Win64 Development 'C:\Users\Nikita\OneDrive\Projects\Unreal Engine\S04_CryptRaider\CryptRaider\CryptRaider.uproject' -waitmutex



Using bundled DotNet SDK version: 6.0.302

Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" CryptRaiderEditor Win64 Development "C:\Users\Nikita\OneDrive\Projects\Unreal Engine\S04_CryptRaider\CryptRaider\CryptRaider.uproject" -waitmutex

Log file: C:\Users\Nikita\AppData\Local\UnrealBuildTool\Log.txt

Creating makefile for CryptRaiderEditor (no existing makefile)

Expecting to find a type to be declared in a module rules named 'MetaHumanProjectUtilities' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null.  This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.



*  The terminal process "C:\Program Files\PowerShell\7\pwsh.exe -Command Engine\Build\BatchFiles\Build.bat CryptRaiderEditor Win64 Development 'C:\Users\Nikita\OneDrive\Projects\Unreal Engine\S04_CryptRaider\CryptRaider\CryptRaider.uproject' -waitmutex" terminated with exit code: 1.

*  Terminal will be reused by tasks, press any key to close it.
  1. installing ASP.NET Core 3.1

  2. installing .net 6 through Visual Studio intaller

  3. installed .net v6 runtime (from microsoft website)

  4. installed .NET Core 3.1 SDK from microsoft website and .net core 3.1 runtime from VS intaller

  5. Installed VS 2019 C++ from Visual Studio Installer

My Current VS installation is like this


Can someone please help?

Open your CryptRaider.uproject using a text editor and add it

Hey there @badger_and_fox! Welcome to the community! As Ivan3z mentioned it’s likely that you have to add that module to your uproject file, so I’d give that a shot first.

However in a totally different vein, I’d recommend not keeping project files in a Onedrive handled folder. It first it seems very helpful, but it’s basically a form of unmanaged source control that updates itself somewhat randomly, and it takes one imperceptible misstep to break your project. If possible using a form of managed source control (like Git or Perforce) can save you so much grief in the rare event Onedrive ends up mangling some files.

Hi @Ivan3z ! Again, noob question, sorry) How exactly I can add it? Like this?

{
“Name”: “MetaHumanProjectUtilities”,
“Enabled”: true,
“TargetAllowList”: [
“Editor”
]
}

For now, this solution worked for me

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Hi @SupportiveEntity ! Thank you for the tip) I don’t know yet how to use version control with UE, but will soon)

Great work! I highly recommend using it with the built in systems, but you can use them externally as well if your pipeline suits.

I only changed the enabled by default to false and it worked for me.
image

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