Hello i tried to package my project to windows 64 bits but the output log shows me an error saying “UATHelper: Packaging (Windows (64-bit)): ERROR: Unable to instantiate module ‘UnrealEd’: Unable to instantiate UnrealEd module for non-editor targets.”, as the image bellow shows.
this is my .uproject file
{
"FileVersion": 3,
"EngineAssociation": "4.24",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "BotSurvivor",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine",
"UMG",
"CoreUObject",
"UnrealEd"
]
}
],
"Plugins": [
{
"Name": "Niagara",
"Enabled": true
}
]
}
but if i remove that UnealEd dependecy now my USkinAssetFactory class i use to create own assets wont compile.
this the USkinAssetFactory,h
#pragma once
#include "CoreMinimal.h"
#include "Factories/Factory.h"
#include "SkinAssetFactory.generated.h"
/**
*
*/
UCLASS()
class BOTSURVIVOR_API USkinAssetFactory : public UFactory
{
GENERATED_BODY()
public:
USkinAssetFactory();
// Begin UFactory Interface
virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
// End UFactory Interface
};
and this is the USkinAssetFactory.cpp
#include "SkinAssetFactory.h"
#include "SkinData.h"
USkinAssetFactory::USkinAssetFactory()
{
// Provide the factory with information about how to handle our asset
bCreateNew = true;
bEditAfterNew = true;
SupportedClass = USkinData::StaticClass();
}
UObject* USkinAssetFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
{
// Create and return a new instance of our MyCustomAsset object
USkinData* SkinAsset = NewObject<USkinData>(InParent, Class, Name, Flags);
return SkinAsset;
}
Thanks for taking the time reading my question i’ll appreciate everything you can say about this error.