Hi everyone,
I’m encountering an issue while generating project files in Unreal Engine, and I’m seeking guidance. I’m relatively new to the Unreal Engine forums and have intermediate experience in game development.
The error I’m facing is:
Expecting to find a type to be declared in a target rules named 'metaModuleTarget'. This type must derive from the 'TargetRules' type defined by UnrealBuildTool.
Steps I’ve Taken to Resolve the Issue
- Checked the Target and Build Files:
- I reviewed my
metaModule.Target.cs
,metaModuleEditor.Target.cs
, andmetaModule.Build.cs
files to ensure they are properly configured.
- Attempted a Project Migration:
- I created a new C++ project and attempted to migrate all assets from the original project.
- While most assets transferred successfully, the level did not transfer, which prevented me from fully replicating the project.
- Deleted Temporary Files and Regenerated Project Files:
- I deleted the
Intermediate
,Build
, andSaved
folders. - Then I regenerated project files by right-clicking the
.uproject
file and selecting “Generate Visual Studio project files.”
- Verified the Unreal Engine Installation:
- I ran the “Verify” process in the Epic Games Launcher to ensure my Unreal Engine installation was intact.
- Reviewed Logs:
- I examined the build logs, but I couldn’t pinpoint the exact cause of the issue beyond the reported error.
Target Files
Here are the contents of my Target files for reference:
metaModule.Target.cs
Defines the game target:
using UnrealBuildTool;
using System.Collections.Generic;
public class metaModuleTarget : TargetRules
{
public metaModuleTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.Add("metaModule");
}
}
metaModuleEditor.Target.cs
Defines the editor target:
using UnrealBuildTool;
using System.Collections.Generic;
public class metaModuleEditorTarget : TargetRules
{
public metaModuleEditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.Add("metaModule");
}
}
Active Plugins
The following plugins are enabled in my project:
- ModelingToolsEditorMode
- ReadyPlayerMe
- VaRest
- OnlineSubsystemRedpointEOS
- Water
- ChaosVehiclesPlugin
- SkeletalMeshModelingTools
- StaticMeshEditorModeling
- VehicleSystemPlugin
- DLSS
- Streamline
- DLSSMoviePipelineSupport
- NIS
- StreamlineDeepDVC
- UIWidgetsLib
- FSR3
- Odin
- SoundUtilities
- WebSocketNetworking
Additional Context
- Unreal Engine Version: 5.4
- Visual Studio Version: 2022 Community Edition with practically all options installed LOL
- System: Windows 11
- I’m working on a Blueprint project with C++ with custom modules and minimal external dependencies.
What I’m Looking For
I’d appreciate any advice on:
- How to resolve the
metaModuleTarget
error. - Suggestions for successfully migrating levels and assets between projects.
- Any additional debugging steps I might have missed.
- Any suggestion for eventual background problems is lovable <3
Thank you for your time and help! I’m eager to learn and would greatly appreciate insights from more experienced members of the community.