# Can't Create project with C++

**URL:** <https://forums.unrealengine.com/t/cant-create-project-with-c/1198563>\
**Category:** C++\
**Tags:** unreal-engine, question\
**Created:** [June 14, 2023, 3:07am UTC](https://forums.unrealengine.com/t/cant-create-project-with-c/1198563 "2023-06-14T03:07:42Z")\
**Posts on this page:** 9\
**Page:** 1

<div class="post-metadata">

**Author:** ![badger\_and\_fox](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@badger\_and\_fox](https://forums.unrealengine.com/u/badger_and_fox)\
**Post date:** [June 14, 2023, 3:07am UTC](https://forums.unrealengine.com/t/cant-create-project-with-c/1198563/1 "2023-06-14T03:07:43Z")

</div>

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:

```auto
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:

 ![Screenshot 2023-06-13 201546](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/c/f/1cf4556c56489d44d9172f94c6a0bba6f7af4a47.jpeg)

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](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/b/e/8beaa8405e5a2f8c09be34b6a55698496003ae09.png)  
 ![1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/a/e/7ae23a4ed703c0388e49a2fd63d24706d17cb82b.png)

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

```auto
* 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](http://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

 ![01](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/b/f/bbf615c04f69e85de83ddc36b1fa18d8d2842bf0.png)  
 ![02](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/6/b/56b4ed82c0fa886b4d00bd0e059b611252479b93.png)

Can someone please help?

---

<div class="post-metadata">

**Author:** ![Ivan3z](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ivan3z](https://forums.unrealengine.com/u/Ivan3z)\
**Post date:** [June 14, 2023, 3:14am UTC](https://forums.unrealengine.com/t/cant-create-project-with-c/1198563/2 "2023-06-14T03:14:03Z")

</div>

> [@badger\_and\_fox](#):
>
> `MetaHumanProjectUtilities`

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

---

<div class="post-metadata">

**Author:** ![SupportiveEntity](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SupportiveEntity](https://forums.unrealengine.com/u/SupportiveEntity)\
**Post date:** [June 14, 2023, 5:18am UTC](https://forums.unrealengine.com/t/cant-create-project-with-c/1198563/3 "2023-06-14T05:18:49Z")

</div>

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.

---

<div class="post-metadata">

**Author:** ![badger\_and\_fox](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@badger\_and\_fox](https://forums.unrealengine.com/u/badger_and_fox)\
**Post date:** [June 14, 2023, 9:17am UTC](https://forums.unrealengine.com/t/cant-create-project-with-c/1198563/4 "2023-06-14T09:17:38Z")

</div>

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

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

---

<div class="post-metadata">

**Author:** ![badger\_and\_fox](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@badger\_and\_fox](https://forums.unrealengine.com/u/badger_and_fox)\
**Post date:** [June 14, 2023, 9:29am UTC](https://forums.unrealengine.com/t/cant-create-project-with-c/1198563/5 "2023-06-14T09:29:43Z")

</div>

For now, this solution worked for me

> [@MetaHumanProjectUtilities Error on Compile](https://forums.unrealengine.com/t/metahumanprojectutilities-error-on-compile/1198242/10):
>
> Deleting the module section from the plugin in ‘Engine/Plugins/Bridge/Bridge.uplugin’ allows me to recompile and use Quixel still. { "Name": "MetaHumanProjectUtilities", "Type": "Editor", "LoadingPhase": "PostDefault", "PlatformAllowList": ["Win64", "Mac", "Linux"] }

---

<div class="post-metadata">

**Author:** ![badger\_and\_fox](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@badger\_and\_fox](https://forums.unrealengine.com/u/badger_and_fox)\
**Post date:** [June 14, 2023, 9:36am UTC](https://forums.unrealengine.com/t/cant-create-project-with-c/1198563/6 "2023-06-14T09:36:38Z")

</div>

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

---

<div class="post-metadata">

**Author:** ![SupportiveEntity](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SupportiveEntity](https://forums.unrealengine.com/u/SupportiveEntity)\
**Post date:** [June 14, 2023, 9:53am UTC](https://forums.unrealengine.com/t/cant-create-project-with-c/1198563/7 "2023-06-14T09:53:27Z")

</div>

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

> **[Source Control](https://docs.unrealengine.com/5.2/en-US/source-control-in-unreal-engine/)**
>
> This document overviews the Source Control features.

---

<div class="post-metadata">

**Author:** ![L.F.A](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/l.f.a/32/1194525_2.png) [@L.F.A](https://forums.unrealengine.com/u/L.F.A)\
**Post date:** [June 14, 2023, 1:50pm UTC](https://forums.unrealengine.com/t/cant-create-project-with-c/1198563/8 "2023-06-14T13:50:52Z")

</div>

> [@MetaHumanProjectUtilities Error on Compile](https://forums.unrealengine.com/t/metahumanprojectutilities-error-on-compile/1198242/10):
>
> PostDefault

I only changed the enabled by default to false and it worked for me.  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/2/1/e21a5e4c7bd790f1694b3b734ccc9e3b1ed87556.png)

---

<div class="post-metadata">

**Author:** ![system](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/1/3/713c9d3f58553f0de89543d76a8a3a2779dc9fa4.png) [@system](https://forums.unrealengine.com/u/system)\
**Post date:** [July 14, 2023, 1:50pm UTC](https://forums.unrealengine.com/t/cant-create-project-with-c/1198563/9 "2023-07-14T13:50:58Z")

</div>

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