Unable to package project in shipping config.
I have tried a lot of things and it still does not works.
The problem comes from here.
Unable to instantiate module ‘UnrealEd’: Unable to instantiate UnrealEd module for non-editor targets.
(referenced via Target → RuneMageSurvivor.Build.cs → GameProjectGeneration.Build.cs → HardwareTargeting.Build.cs)
I have no clue how to prevent the call to UnrealEd, it is not in the uproject
{
“FileVersion”: 3,
“EngineAssociation”: “5.3”,
“Category”: “”,
“Description”: “”,
“Modules”: [
{
“Name”: “RuneMageSurvivor”,
“Type”: “Runtime”,
“LoadingPhase”: “Default”,
“AdditionalDependencies”: [
“Engine”,
“GameProjectGeneration”,
“AIModule”,
“CoreUObject”
]
}
],
“TargetPlatforms”: [
“Windows”
]
}
and i cannot find where i can be modified in the packaging setting in unreal engine.
(It took me a long times but it seems like i can rebuild the solution using SHIPPINg mode in visual studio) but i cannot lauch the code after.
Thanks for your answer, I’m not sure what you mean by Buid file ?
The .build.cs in c++ ?
public class RuneMageSurvivor : ModuleRules
{
public RuneMageSurvivor(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
public class RuneMageSurvivorTarget : TargetRules
{
public RuneMageSurvivorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V4;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_3;
ExtraModuleNames.Add(“RuneMageSurvivor”);
}
}
but when i looked before when i was debugging the building in C++ it was like it was taking the default route and that was where the error was coming from.