Cant't create my .exe

Hi,

When i create my .exe with “launch” with the editor, i have link errors LNK1181: cannot open input file, with different UE4 library.

Project.Build: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 0.754069
LogPlayLevel: CommandUtils.Run: Run: D:\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe CurubiShowroomv01 Win64 Development -Project=D:\Git\CurubiShowroomv01\CurubiShowroomv01.uproject  D:\Git\CurubiShowroomv01\CurubiShowroomv01.uproject  -remoteini="D:\Git\CurubiShowroomv01" -noxge -generatemanifest -NoHotReload
LogPlayLevel: CommandUtils.Run: Run: Took 1,1230236s to run UnrealBuildTool.exe, ExitCode=0
LogPlayLevel: CommandUtils.Run: Run: D:\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe CurubiShowroomv01 Win64 Development -Project=D:\Git\CurubiShowroomv01\CurubiShowroomv01.uproject  D:\Git\CurubiShowroomv01\CurubiShowroomv01.uproject  -remoteini="D:\Git\CurubiShowroomv01" -noxge -NoHotReload -ignorejunk
LogPlayLevel: UnrealBuildTool: Performing 1 actions (4 in parallel)
LogPlayLevel: UnrealBuildTool: [1/1] Link CurubiShowroomv01.exe
**LogPlayLevel: UnrealBuildTool: LINK : fatal error LNK1181: cannot open input file 'D:\Epic Games\4.13\Engine\Binaries\Win64\UE4-GraphEditor.lib'**
LogPlayLevel: UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: D:\Git\CurubiShowroomv01\Binaries\Win64\CurubiShowroomv01.exe
LogPlayLevel: UnrealBuildTool: Total build time: 3,68 seconds
LogPlayLevel: CommandUtils.Run: Run: Took 3,8492129s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): D:\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe CurubiShowroomv01 Win64 Development -Project=D:\Git\CurubiShowroomv01\CurubiShowroomv01.uproject  D:\Git\CurubiShowroomv01\CurubiShowroomv01.u
project  -remoteini="D:\Git\CurubiShowroomv01" -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.09.29-11.58.44.txt'
LogPlayLevel:    à AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
LogPlayLevel:    à AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
LogPlayLevel:    à AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
LogPlayLevel:    à AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
LogPlayLevel:    à AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
LogPlayLevel:    à AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictionary`2 InTargetToManifest)
LogPlayLevel:    à Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
LogPlayLevel:    à BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel:    à AutomationTool.BuildCommand.Execute()
LogPlayLevel:    à AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevel:    à AutomationTool.Automation.Process(String[] Arguments)
LogPlayLevel:    à AutomationTool.Program.MainProc(Object Param)
LogPlayLevel:    à AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
LogPlayLevel:    à AutomationTool.Program.Main()
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=5 (5)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 4.755150
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Error

Tanks for your help.

Editor modules (in your case GraphEditor module) are not avable in release build so you will get errors like that when you try to use editor APIs and package it. Either sperate editor code to new module and mark it as editor module in *.uproject or *.uplugin or filter editor code with #if WITH_EDITOR … #endif

Sorry but i dont totally understand.
i need to use the module only with editor and not in release ?

Yes, you can’t use editor API in packaged game, there way to included it and makei t owrk oonly in editor and i mentioned them above, either make editor module or filter it with WITH_EDITOR

Ok Thanks, its clear now !