Could not be compiled. Try rebuilding from the source manually

I made a project on 4.7.8 and when I try to run it it says this (worth knowing that GKristal is the name of my project AND that I used the Shooter Game addon from the marketplace…):

"Missing GKristal Modules

The following modules are missing or built with a different engine version

UE4Editor-ShooterGame.dll

Would you like to rebuild them now?"

Then when I click yes it says:
"Error

GKristal could not be compiled. Try rebuilding from the source manually."

Hey PHANX0M-

What message do you get if you try to build the visual studio solution? Was the project converted through the engine versions (4.7 to 4.8 to 4.9 to 4.10) or did you upgrade it from 4.7 straight to 4.10?

Cheers

Yes, I picked up the USB the hasn’t been used since June or July (4.7.8) and tried to load it up but then it said I should let it make a copy and then it would convert the copy to avoid damage to the original, so I did, and then the events described in the original description happened.

Rather than upgrading the project directly from 4.7 to 4.10 you should be able to upgrade through each engine version. Doing so this way would allow you to open and compile the project in each version to ensure that updates to the engine don’t conflict with your project code at all.

Tried it with 4.8 and it gave me a really log but the important part was this:

"Compile failed. Would you like to open it in Visual Studio?

ERROR: UBT ERROR: Failed to produce item: E:\GKristal 4.8\Binaries\Win64\UE4Editor-ShooterGame.dll
Total build time: 283.74 seconds"

It didn’t work…

If you open in Visual Studio and attempt to build the 4.8 project there, does it complete or do you get an error? If so can you post the error to provide additional information.

Now this is 4.11.12.

And the message it said when asking if i wanted to (re?)build it in the studio was/is: The project could not be compiled. Would you like to open it in Visual Studio?

"

Running C:/Program Files (x86)/Epic Games/4.11/Engine/Binaries/DotNET/UnrealBuildTool.exe ShooterGameEditor Development Win64 -project=“C:/Users/student/Desktop/Griffin C/GKristal/GKristal.uproject” -editorrecompile -progress -noubtmakefiles -NoHotReloadFromIDE -2015
@progress push 5%
Parsing headers for ShooterGameEditor
Running UnrealHeaderTool “C:\Users\student\Desktop\Griffin C\GKristal\GKristal.uproject” “C:\Users\student\Desktop\Griffin C\GKristal\Intermediate\Build\Win64\ShooterGameEditor\Development\UnrealHeaderTool.manifest” -LogCmds=“loginit warning, logexit warning, logdatabase error” -Unattended -WarningsAsErrors -installed
C:/Users/student/Desktop/Griffin C/GKristal/Source/ShooterGame/Classes/Pickups/ShooterPickup.h(77) : LogCompile:Error: BlueprintImplementableEvents should not be virtual. Use BlueprintNativeEvent instead.
C:/Users/student/Desktop/Griffin C/GKristal/Source/ShooterGame/Classes/Pickups/ShooterPickup.h(81) : LogCompile:Error: BlueprintImplementableEvents should not be virtual. Use BlueprintNativeEvent instead.
Error: Failed to generate code for ShooterGameEditor - error code: OtherCompilationError (5)
UnrealHeaderTool failed for target ‘ShooterGameEditor’ (platform: Win64, module info: C:\Users\student\Desktop\Griffin C\GKristal\Intermediate\Build\Win64\ShooterGameEditor\Development\UnrealHeaderTool.manifest).

"

Hey PHANX0M-

According to the Visual Studio errors, you are using BlueprintImplementableEvent with a virtual function. If you change this to BlueprintNativeEvent you should be able to compile the project without this error.