I have tried running the command on the build machine (which hasn’t launched the editor) and with or without the UseDebugParamForEditorExe flag I get the same error (about incompatible/missing modules).
Rather quick turnaround, but it appears that the -UseDebugParamForEditorExe flag adds the -debug flag to the cook on the fly server, which makes it use the debug ddls.
I’ve attached both the successful and failed logs from the build process - but there doesn’t seem to be much useful information in the failed one… Thanks for the info on the flag, clearly don’t want to be using debug DLLs.
This isn’t very practical advice - this would involve going into various blueprints to find any nodes that come from that plugin and rewrite that blueprint to not depend on it. Let’s assume that does fix it, what would be our next step given that we want to use that plugin?
I’m asking because if the plugin being removed resolves the issue, then you can start to narrow down exactly what the cause is. If that does fix it then you’ll need to communicate with Rama to try and figure out why the plugin would be conflicting with your setup (again, may not be the case, but I’ve seen it occur quite a few times so it’s worth testing).
Another suggestion if you are using C++ would be to regenerate your project files and build the solution again.
I am marking this topic as resolved for tracking purposes, as we have not heard from you in a few days. If this issue persists, feel free to respond to this thread. For any new issues, please create a new Answerhub topic.
For anyone who’s just now running into this, here’s what could be happening.
You haven’t built the Editor yet. This can happen if you deleted Intermediate and you only have the binaries necessary to make the game run.
You’ve built a debug version of the Editor. Unless you rebuild with a Development or Shipping configuration, you’ll need to add -UseDebugParamForEditorExe to your cooks so it understands to use the debug binaries.