So, I’ve been trying to build for win32, to no avail. I’ve chosen “Shipping”, but it won’t do it. I’ve read that this doesn’t work, so I’ve tried compiling with AutomationTool, which provided some insight, but I don’t know what to do.
[Here’s the error from unreal’s Output log][1]
Now, after running the Automation tool, I’m getting this error:
By default, 4.15 uses VS2015 (which is what that DLL is normally included with).
If you want to tell it to use VS2017, you need to do one of the following (h/t @Tim Lincoln):
If you are building the Engine from source code, you would want to open a command prompt after running Setup.bat and run the command GenerateProjectFiles.bat -2017. This will give you a Visual Studio 2017 solution for the Engine.
To use Visual Studio 2017 for projects, you can set your preference for which version projects use by going to Edit → Editor Preferences → General → Source Code and choosing Visual Studio 2017 in the Source Code Editor setting.
I did the change (I’m using the precompiled engine, didn’t compile it myself), refreshed the Visual Studio Project from “File”, recompiled from Unreal, but I’m getting the same error. Did I miss something?
Hmm, if Win64 works you may want to check your package settings under “File” and make sure everything looks correct. Other than that, I’m out of ideas.
You may want to restart the editor after that change. I would expect vs2017 to use mspdb150.dll. There was s post mentioning you need to install the Windows 8.1a SDK as well, so you could give that a shot.
Did a restart, also did a removal of Saved, Binaries & Intermediate folders, and regenerated the VS project files. Still not packaging for Win32, with the same errors
Packaging for Win64 works correctly (forgot to mention that). I’ve even sent the compiled project to a friend and it works.
Thanks for this! The final step, installing the 2015 toolset, is definitely the key if you only have VS2017 installed. Your post saved me a major headache.