Error when launching Unreal Engine as Debug session through Visual Studio 2022

Hello!

Getting lots of annoying errors when trying to open my project in Visual Studio. It is a fresh Lyra project for now (all I’ve done is add a blank map called Startup in the Content folder) and set it as default editor startup map.

I did have another pretty much unchanged version of Lyra before this, same exact version. I just wiped it and downloaded another since I didn’t need it. I’ve had two errors on both projects stopping it from compiling, both said they were plugins that didn’t exist but were referenced as needed. They were D3DExternalGPUStatistics and PlayFabParty. I set them to “Enabled”: false in the .uproject file, it cleared both errors.

Now it seems to build successfully, but when it tries to launch it gives me this error:

[[Time/date][  0]]LogShaderLibrary: Error: Failed to initialize ShaderCodeLibrary required by the project because part of the Global shader library is missing from ../../Content/.

What is going on? How do I fix this? This is my first time using VS, but I understand code and the Engine okay-ly. I’ve tried deleting the DDC folder and launching the .uproject file, to no affect. I’ve looked for errors elsewhere, never found any. Tried remaking the .sln file, same. Here is another snippet from just above the error that seems to be related:

[[Time/date][  0]]LogShaderLibrary: Display: Running without a pakfile/IoStore and did not find a monolithic library 'Global' - attempting disk search for its chunks
[[Time/date][  0]]LogShaderLibrary: Display:    ....  not found

Here are some images that may help as well:



Screenshot 2025-04-23 192812

The steps taken:

  1. Open the .sln file from the project directory
  2. Rerun Unreal Engine Integration Configuration check (Status: Good)
  3. Select project as Startup Project
  4. Hit F5 to compile and launch as Debug (using Development)
  5. Wait. Get errors. Try to fix it. Post in Forum for help.

I would greatly appreciate if anyone could help. If you need more info to help, let me know and I’ll see what I can do.

Project: Lyra Starter Game (directly from launcher), named SevenSeals; Engine v5.5
Engine: Unreal Engine 5.5.4 (binary from launcher)

Thanks!

Edit: FYI the .uproject or through the Launcher runs just fine, it’s only VS giving issues.

The Debug configuration requires files which are created by cooking or packaging the project. Package the project and try again.

1 Like

So you mean I need to package a build of the project in the editor? I thought that was what you did to test what the final product would look like? What exactly does this do and why is it necessary?

Thank you so much for your response! I’ll get to that as soon as possible and let you know if it works.

I attempted to cook the project (Platforms → Windows → Cook Content), but apparently my “SDK is not installed correctly”. I have Visual Studio configured with the latest version of the Windows 10 SDK.

When I try to update my device through Platforms → Windows → Update Device, it gives this error:

LogTurnkeySupport: Warning: Turnkey failed to run properly, full Turnkey output:
Running AutomationTool...
Using bundled DotNet SDK version: 8.0.300
Starting AutomationTool...
Parsing command line: -ScriptsForProject="E:/Unreal Engine/Projects/SevenSeals/SevenSeals.uproject" Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename="E:/Unreal Engine/Projects/SevenSeals/Intermediate/TurnkeyReport_5.log" -log="E:/Unreal Engine/Projects/SevenSeals/Intermediate/TurnkeyLog_5.log" -project="E:/Unreal Engine/Projects/SevenSeals/SevenSeals.uproject" -Device=Win64@MSI
Initializing script modules...
Unhandled exception: System.Exception: Script module "C:\Epic\UE_5.5\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll" not found for record "C:\Epic\UE_5.5\Engine\Intermediate\ScriptModules\Android.Automation.json"
   at UnrealBuildBase.CompileScriptModule.Build(RulesFileType RulesFileType, HashSet`1 FoundProjects, IEnumerable`1 BaseDirectories, IEnumerable`1 DefineConstants, BuildFlags BuildFlags, Boolean& bBuildSuccess, Action`1 OnBuildingProjects, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\Shared\EpicGames.Build\System\CompileScriptModules.cs:line 357
   at UnrealBuildBase.CompileScriptModule.InitializeScriptModules(RulesFileType RulesFileType, String ScriptsForProjectFileName, List`1 AdditionalScriptsFolders, Boolean bForceCompile, Boolean bNoCompile, Boolean bUseBuildRecords, Boolean& bBuildSuccess, Action`1 OnBuildingProjects, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\Shared\EpicGames.Build\System\CompileScriptModules.cs:line 203
   at AutomationToolDriver.Program.MainProc() in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 485
AutomationTool executed for 0h 0m 0s
AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED

I have no idea what is going on. I tried disabling Android (and all other platforms except Windows) and every time I restart, they come back. I did not install the needed things for Android or any other platform when downloading the Binary. No idea why the indented three lines are referencing a D:/ drive, as UE is currently only on C:/ and E:/. I recently got an E:/ Drive and moved my project files from D:/ to E:/ if that helps any.

Please help, it would be very appreciated!

Try reading this thread Android packaging failed Automation.dll

Thanks, but that’s not their problem with me I don’t think. Let me try to explain what’s happened and what’s going on.

Essentially, I was trying to set up Visual Studio for the first time. I have a blank Lyra project set up for it. I got VS and it’s Unreal Engine Integration Configuration all set up. When I tried to build, it gave me errors with two plugins (D3DExternalGPUStatistics and PlayFabParty). I disabled those in the .uproject file using notepad.

Now, when I tried to hit F5, it tells me the project is out of date. Would you like to build it? I hit yes, and I assume it builds correctly? I’m not sure, since it asks every time I do it. Almost instantly, it tries to open Lyra. It gives me the error I showed you, saying game files required to run the Global shader thing are missing.

So then I took an extra step and made sure my project compiler defaults were on VS 2022. Afterwards, I went to the dropdown on the top of the main window that says Platforms. It always gives me the error I showed above whenever I so much as click on that dropdown. I’ve tried deleting the Intermediate, DDC and Saved folders. No affect. There is a button in the Windows section that says I can try to fix my PC, but it tells me I have an issue with the Windows SDK. Which is tied to the Android issue.

I went to the VS Installer, and found I had the Windows 11 version instead of Windows 10, and fixed that. Still the same. I haven’t tried clearing the solution and rebuilding, I should probably try that. Not sure it’d do much. I disabled the Android, IOS, Linux, etc. support in the part of project settings that the dropdown takes you to. It shows them disabled in the dropdown temporarily, but the change is reverted hen I reload the project.

Final notes: I never downloaded anything for the Engine except for the base engine, little extra thing and the template content. So I don’t have any of the Android/Linux etc. in the Engine. And I am developing for a PC/Console based project, so no support for them is needed. It will need to be multiplayer.

Ultimately, what I need right now is VS set up and the ability to cook and package the project. I can use VS for UE if I launch it through UE, I just can’t launch UE through VS which is bothersome—it means something’s wrong that needs to be fixed.

On thing to try is deleting the visual studio integration tool, see Not able to compile fresh new C++ project - #3 by Engelard

Oh, that very well may fix things! Thanks, I’ll try it out soon.