I’m getting the following log errors upon creating a new blank C++ project:
Creating makefile for hot reloading -canskiplink (no existing makefile) ERROR: Couldn't find target rules file for target '-canskiplink' in rules assembly 'UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. Location: C:\Program Files\Epic Games\UE_4.15\Engine\Intermediate\Build\BuildRules\UE4Rules.dll Target rules found: UE4Editor - C:\Program Files\Epic Games\UE_4.15\Engine\Source\UE4Editor.Target.cs UE4Game - C:\Program Files\Epic Games\UE_4.15\Engine\Source\UE4Game.Target.cs UnrealHeaderTool - C:\Program Files\Epic Games\UE_4.15\Engine\Source\Programs\UnrealHeaderTool\UnrealHeaderTool.Target.cs
My UPROJECT file location is:
My default installation folder directory is:
C:\Program Files\Epic Games\UE_4.15
I have checked in my blank C++ project code that there’s no
int called anywhere.
Right now, I’m just trying to set up UE4 in a way where I can run two Visual Studio instances, one debugs the editor, and the other just handles editing code and IntelliSense.
I do not have a UE4 source repo from Github. I have already set the solution configurations to Development Editor, and platform to Win64 in Visual Studio 2015, and am currently debugging the project.
I have checked a few places:
- Couldn't find target rules file - C++ - Epic Developer Community Forums
- Error '-canskiplink' can't find target rules - Audio - Epic Developer Community Forums
- ERROR: Couldn't find target rules file for target '-canskiplink' in rules assembly 'testModuleRules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' - C++ - Epic Developer Community Forums
- Couldn't find target rules file for target - Programming & Scripting - Epic Developer Community Forums
Of which, the very last one in the list above is very very similar to what I’m experiencing right now.
A few questions:
- Am I not supposed to compile the C++ code within the UE4 editor?
- Am I supposed to compile and build only from Visual Studio 2015?
- What is the target rule, ‘-canskiplink’, used for? I’ve never heard of this before.
- I cannot modify C++ code and recompile/rebuild the code from Visual Studio 2015. If I am not supposed to compile within UE4, what is a better way of doing this, while keeping an instance of Visual Studio 2015 debugging the UE4 Editor, in case of sudden hard crashes and breaking from the exception instead of letting UE4 Crash Reporter catch the exception?
- Does the _ (underscore), the ’ ’ (whitespace), and . (period) in the default installation path affect build issues? I’m heavily assuming it doesn’t, but I just need to make sure.