Can't package game with AdvancedSessions ERROR: No modules found to build. All requested binaries were already part of the installed engine data

I have been going through this tutorial, A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums, and all is going well, I’ve making graphics menu upon recently finishing the networking side of it. And I tested it with 2 players/clients, and hosting a game via LAN, causes it to show up on the other clients server list. So it seems to be working fine. Then I thought i’d try package it, and to my surprise it didn’t and had an error. I’ve never had problems packaging, and I’ve come to the conclusion that it is the plugin, AdvancedSessions, which is causing the issue.
I just do not know how to identify the issue, and I attempted to disable the plugin fro the project, but since a lot of the blueprints uses this plugin, to my knowledge it continues past the normal error location, but of course the blueprints are full of errors without the plugin, so it has a Unknown Cook Failure.

So I’m wondering if it installed the plugin wrong, I installed it in the project>plugins directory, or if there is something wrong with the plugin, or if its something in my blueprints that has used it incorrectly or caused it to have an issue.

Any help is appreciated.

Here is the log, it’s quite short as it doesn’t get very far:

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Hello Zeploc,

Whenever you’re given that message saying that there are no modules found to build, it’s due to having a plugin that needs to be compiled for it to be packaged into the final product. The problem in this case is that while the plugin needs to be compiled, your project is a blueprint-only project and therefore can’t compile it. If you would like to continue using the plugin, you’ll need to make the project into a code project which would require having Visual Studio 2015 installed.

All that would be required would be to open the project and select File > Add C++ Class… > None > Next > Create Class. This will create a new blank C++ class called MyClass which will prompt the project to generate everything needed to become a code project. After it compiles, you should be ready to package with the plugin included. If you run into any errors in this process, please let me know.

Thank you for your response!

When I went to package it it said i had to get Visual Studio 2015 to be able to package, so I do have that.

I then did as you said and it seemed to get past the current plugin issue, but It then said, “Windows SDK v8.1 must be installed in order to build this target”, So i had to install windows 8.1 sdk.

I then got this error:
ERROR: No 32-bit compiler toolchain found in D:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe

So then I found this was to do with when I installed Visual Studio I didn’t setup the C++ part, which is needed since I made the class and it has to be compiled and whatever.

So I installed the C++ part and then After trying again I got a unknown cook failure:
ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Cook failed.

and the log basically just said:
LogInit:Warning: Incompatible or missing module: UE4Editor-BasicFPS.dll

So I’m stumped

Hold on nevermind!

When I reopened the project it asked if i wanted to rebuild the file, plus a plugin one.

Hurray! It is now working, many problems and installing things later.
Thank you for your help at solving the issue :slight_smile:

Just adding onto for anyone who might come across this. Don’t do this ■■■■ blindly. There is a good chance that it will jack your project up. As in, you won’t be able to open it in editor and you won’t be able to generate the source.