Hi,
Let’s focus on the compiler crash first. Something is not adding up:
- Compare your Visual Studio version with the ones who can build successfully: pro vs community edition, tool chain version and also check the Windows SDK version using the log I mentioned above.
- Compare if your generated file E:\ArkRep\Circe_Workspace\UnrealEngine\CirceGame\Plugins\BlueprintAssist\Intermediate\Build\Win64\UnrealEditor\Inc\BlueprintAssist\UHT\BlueprintAssistCache.gen.cpp is identical to theirs?
If everything is identical: Same VS Edition, Same toolchain version, Same Windows SDK, Same generated file, then, something is possibly bad with the machine. It could be memory?
- You could try compiling the file alone. I think the CerceEditor is the right target (please validate when compiling in the Editor from VS, the log looks like: Running UnrealBuildTool: dotnet “..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” -Target="LyraEditor Win64 Development -Project=\“D:\UE_5.5\Samples\Games\Lyra\Lyra.uproject\”" -Target=“ShaderCompileWorker Win64 Development -Project=\“D:\UE_5.5\Samples\Games\Lyra\Lyra.uproject\” -Quiet” -WaitMutex -FromMsBuild -architecture=x64)
.\RunUBT.bat CirceEditor Win64 Development -file="E:\ArkRep\Circe_Workspace\UnrealEngine\CirceGame\Plugins\BlueprintAssist\Intermediate\Build\Win64\UnrealEditor\Inc\BlueprintAssist\UHT\BlueprintAssistCache.gen.cpp"
* If the file compiles in standalone mode… maybe it is Incredibuild/UBA/SN-DBS… or something that distribute the build?
- You could try to disable precompiler header/unity build? You can do that from the BuildConfiguration.xml (https://dev.epicgames.com/documentation/en\-us/unreal\-engine/build\-configuration\-for\-unreal\-engine). I usually change my global one (<USER>/AppData/Roaming/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml) as following (I disabled the features distributing the build as well)
<?xml version="1.0" encoding="utf-8" ?> <Configuration xmlns="https://www.unrealengine.com/BuildConfiguration"> <BuildConfiguration> <bAllowXGE>false</bAllowXGE> <bAllowSNDBS>false</bAllowSNDBS> <bAllowUBAExecutor>false</bAllowUBAExecutor> <bAllowUBALocalExecutor>false</bAllowUBALocalExecutor> <MaxParallelActions>120</MaxParallelActions> <bUseUnityBuild>false</bUseUnityBuild> <bUsePCHFiles>false</bUsePCHFiles> </BuildConfiguration> </Configuration>
After looking into that, if others can compile but not you, I’m a bit puzzled, it has to be a local issue. Let me know.
Regards,
Patrick