Can't update project to UE5

Hey everyone.

I have an old project in UE4.27 I want to switch engines to 5.4.

This project uses some plugins (Advanced Sessions, Simplex Noise, some others) which seem to be preventing me from opening the project in a new engine.

Here are some things I’ve tried:

  • Right clicking .uproject and switching engine version (gives me a vague error “failed to launch project” or something alike)
  • Deleting saved and intermediate files
  • Deleting .sln and regenerating visual studio files
  • Disabling the plugins and removing the plugins folder before trying the above
  • Opening a new 5.4 project from the Epic Launcher and attempting to open a copy of the project

The last point spits the message below:

Project files could not be generated. Log output:

Running C:/Program Files/Epic Games/UE_5.4/Engine/Build/BatchFiles/Build.bat -projectfiles -project=“C:/Users/Jackson/Documents/Unreal Projects/0_Pre2023/EcoRonin 5.4/EcoRonin.uproject” -game -rocket -progress
Using bundled DotNet SDK version: 6.0.302
Running UnrealBuildTool: dotnet “…..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” -projectfiles -project=“C:/Users/Jackson/Documents/Unreal Projects/0_Pre2023/EcoRonin 5.4/EcoRonin.uproject” -game -rocket -progress
Log file: C:\Users\Jackson\AppData\Local\UnrealBuildTool\Log_GPF.txt

Generating VisualStudio project files:
Discovering modules, targets and source code for project…
C:\Users\Jackson\Documents\Unreal Projects\0_Pre2023\EcoRonin 5.4\Plugins\SimplexNoise\SimplexNoise.uplugin: warning: Unknown platform Win32 while parsing allow list for module descriptor SimplexNoise
C:\Users\Jackson\Documents\Unreal Projects\0_Pre2023\EcoRonin 5.4\Plugins\AdvancedSteamSessions\Source\AdvancedSteamSessions\AdvancedSteamSessions.Build.cs(16,105): error CS0117: ‘UnrealTargetPlatform’ does not contain a definition for ‘Win32’
Total execution time: 3.41 seconds
Expecting to find a type to be declared in a target rules named ‘EcoRoninTarget’. This type must derive from the ‘TargetRules’ type defined by UnrealBuildTool.

I’m not a C++ programmer, and I am out of ideas. Any suggestions on how I could get this project to open in 5.4 would be great!

Thanks!

EDIT: I tried a new solution:

  1. Create an empty 5.4 project
  2. Migrate the Content folder of the 4.27 project into the 5.4 project without any of the plugins
  3. I try to open ANY of the assets, and the editor immediately crashes.

Another solution I tried:

  1. Copy the 4.27 project
  2. Remove the plugins and disconnected all missing plugin nodes
  3. Game is playable in editor in 4.27 without the plugins and without errors
  4. Try to switch engine versions to 5.4
  5. Try to launch project and get “Error: Failed to launch editor” with no other explanation!

I also tried: Migrating the playable 4.27 content folder (without any plugins or compile errors) into a clean 5.4 project, and I still can’t open a single blueprint asset in the the 5.4 project without crashing the engine! Everything works fine in 4.27!

Any ideas?

I just created a project using 4.27, which includes C++source files and C++plugins. I have successfully migrated to 5.4. Here are my steps:

  1. Delete these
.vs
Binaries
DerivedDataCache
Intermediate
Saved
MyProject.sln
  1. Open the two . cs files in the Source folder, and set the DefaultBuildSettings = BuildSettingsVersion.V2; Change to DefaultBuildSettings = BuildSettingsVersion.V5;
  2. Open the plugin folder and delete binaries and intermediate for each plugin
  3. Right click on MyProject.uproject > Switch Unreal Engine version , select 5.4, and then open the project
  4. Complete

Hi mate,

I followed you steps an got this when trying to switch engine versions:

Using bundled DotNet SDK version: 6.0.302
Running UnrealBuildTool: dotnet “…..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” -projectfiles -project=“C:/Users/Jackson/Documents/Unreal Projects/0_Pre2023/EcoRonin/ERI Copy 2/EcoRonin.uproject” -game -rocket -progress -log=“C:\Users\Jackson\Documents\Unreal Projects\0_Pre2023\EcoRonin\ERI Copy 2/Saved/Logs/UnrealVersionSelector-2024.10.30-10.52.18.log”
Log file: C:\Users\Jackson\Documents\Unreal Projects\0_Pre2023\EcoRonin\ERI Copy 2\Saved\Logs\UnrealVersionSelector-2024.10.30-10.52.18.log
Log file: C:\Users\Jackson\AppData\Local\UnrealBuildTool\Log_GPF.txt

Generating VisualStudio project files:
Discovering modules, targets and source code for project…
C:\Users\Jackson\Documents\Unreal Projects\0_Pre2023\EcoRonin\ERI Copy 2\Plugins\SimplexNoise\SimplexNoise.uplugin: warning: Unknown platform Win32 while parsing allow list for module descriptor SimplexNoise
C:\Users\Jackson\Documents\Unreal Projects\0_Pre2023\EcoRonin\ERI Copy 2\Plugins\AdvancedSteamSessions\Source\AdvancedSteamSessions\AdvancedSteamSessions.Build.cs(16,105): error CS0117: ‘UnrealTargetPlatform’ does not contain a definition for ‘Win32’
Total execution time: 4.21 seconds
Expecting to find a type to be declared in a target rules named ‘EcoRoninTarget’. This type must derive from the ‘TargetRules’ type defined by UnrealBuildTool.

Any ideas?

I also tried removing all of the plugins, and followed the other steps but get:

“ProjectName could not be compiled. Try rebuilding from source manually.”

Ok so it turned out that there were two engine plugins (not project plugins) that were still being used in the project and once I unchecked those I was able to follow the steps and get the project to begin opening.

However once it got to 90 something % the editor crashed:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Engine
UnrealEditor_CoreUObject
UnrealEditor_Engine
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject

With in the logs:

[2024.10.30-00.15.58:777][ 0]LogStats: FPlatformStackWalk::StackWalkAndDump - 0.084 s
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: === Handled ensure: ===
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error:
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: Ensure condition failed: !UberGraphFramePointerProperty == !UberGraphFunction [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\BlueprintGeneratedClass.cpp] [Line: 1852]
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error:
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: Stack:
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: [Callstack] 0x00007fff4c0b59a2 UnrealEditor-Engine.dll!UnknownFunction
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: [Callstack] 0x00007fff528a0adc UnrealEditor-CoreUObject.dll!UnknownFunction
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: [Callstack] 0x00007fff4bb9addf UnrealEditor-Engine.dll!UnknownFunction
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: [Callstack] 0x00007fff528a0395 UnrealEditor-CoreUObject.dll!UnknownFunction
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: [Callstack] 0x00007fff5286cc9c UnrealEditor-CoreUObject.dll!UnknownFunction
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: [Callstack] 0x00007fff5247f045 UnrealEditor-CoreUObject.dll!UnknownFunction
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: [Callstack] 0x00007fff524a0383 UnrealEditor-CoreUObject.dll!UnknownFunction
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: [Callstack] 0x00007fff523a5bd0 UnrealEditor-CoreUObject.dll!UnknownFunction
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: [Callstack] 0x00007fff5263288a UnrealEditor-CoreUObject.dll!UnknownFunction
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: [Callstack] 0x00007fff5263333b UnrealEditor-CoreUObject.dll!UnknownFunction
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: [Callstack] 0x00007fff5265d299 UnrealEditor-CoreUObject.dll!UnknownFunction
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: [Callstack] 0x00007fff5289c8b2 UnrealEditor-CoreUObject.dll!UnknownFunction
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: [Callstack] 0x00007fff52333598 UnrealEditor-CoreUObject.dll!UnknownFunction
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: [Callstack] 0x00007fff526643c4 UnrealEditor-CoreUObject.dll!UnknownFunction
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: [Callstack] 0x00007fff52632e92 UnrealEditor-CoreUObject.dll!UnknownFunction
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: [Callstack] 0x00007fff5265c2cd UnrealEditor-CoreUObject.dll!UnknownFunction
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: [Callstack] 0x00007fff52631564 UnrealEditor-CoreUObject.dll!UnknownFunction
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: [Callstack] 0x00007fff5263333b UnrealEditor-CoreUObject.dll!UnknownFunction
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: [Callstack] 0x00007fff5265d299 UnrealEditor-CoreUObject.dll!UnknownFunction
[2024.10.30-00.15.58:777][ 0]LogOutputDevice: Error: [Callstack] 0x00007fff5289c8b2 UnrealEditor-CoreUObject.dll!UnknownFunction

Could this be because I disconnected the places where the old plugins were used, but didn’t remove the nodes entirely?

Even after removing all the plugins and having the game run successfully in 4.27 without them, I still get this message when trying to switch engine versions.

Followed by

What to do about this?

EDIT: I got passed this point by changing the .cs files to V5 rather than V2 like the comment above. Now I can get the project to start opening, but crashes at 96%.

Also, when I migrate the content folder across to a blank 5.4 project I can get it open to the third person demo map but as soon as I try to open a level related to my project or any of the blueprints the editor crashes.

Here is the crash log if this can help anybody figure out what is going on here.

EcoRonin.log (247.3 KB)

But you are not copying the content directory via Windows but using the Unreal Editor with the “migrate” function? In the editor you also have the “Validate …” and the “Update Redirector …” functions when you right-click on a directory.

Otherwise I would try a new C++ project and start the editor via Visual Studio. In the event of a crash, VS will then show the point in the code that caused the crash and you can then search for solutions.

Perhaps also take an intermediate step with UE5.0.