How to fix: UATHelper: Packaging (Windows): ERROR: Visual Studio 2022 x64 must be installed in order to build this target

i was trying to package my game and got this error message in the log:
(path).uproject does not look like uproject file but no targets have been found!

then i did some research and i found out that i have to install visual studio and i installed it but now i get this error:
UATHelper: Packaging (Windows): ERROR: Visual Studio 2022 x64 must be installed in order to build this target.

and what is funny that at beginning of the log the message popped up (before the error message):
Found Visual Studio installation: D:\visual studio\install (Product=Microsoft.VisualStudio.Product.Community, Version=17.3.32804.467)

can anyone help me out and if you can’t press up vote(idk if got that one right but you got the idea)

Hey @Ibrahimrefai! Welcome to the community!

First and foremost, would you mind sharing the entirety of your error log? This will go a long way in making sure we can see the root of your problem. Also, I would make sure you have editor symbols for debugging installed in your project to ensure accurate logs as well.

When it comes to your current issue, I would double check and make sure that your installation of VS2022 was done correctly. Did you follow this guide while installing VS2022? (generally the same except you are using VS2022)

Any additional information you can provide will be a big help in solving your problem!

1 Like

i have followed this tutorial .uproject does not look like uproject file but no targets have been found! - YouTube

now i have installed: symbols for debugging and setup VS from the article

and now the error is gone but i cannot see any files in the directory that i have chosen and the packaging process is done in seconds

and here is the log:
LogTurnkeySupport: Display: Adding device menu item for DESKTOP-IBH0FND
LogTurnkeySupport: Display: Adding device menu item for DESKTOP-IBH0FND
LogUObjectHash: Compacting FUObjectHashTables data took 0.32ms
LogTurnkeySupport: Project requires temp target (WinDualShock plugin is enabled)
LogLauncherProfile: Unable to use promoted target - …/…/…/…/…/…/FFOutput/games/Unreal Games/‏‏WHAT_IS_FIGHT 5.0/Binaries/Win64/UnrealGame-Win64-Shipping.target does not exist.
LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ““D:/unreal engine/unreal/UE_5.0/Engine/Build/BatchFiles/RunUAT.bat” -ScriptsForProject=“D:/FFOutput/games/Unreal Games/‏‏WHAT_IS_FIGHT 5.0/WHAT_IS_FIGHT.uproject” Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=61737 -project=“D:/FFOutput/games/Unreal Games/‏‏WHAT_IS_FIGHT 5.0/WHAT_IS_FIGHT.uproject” BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=“D:/FFOutput/games/Unreal Games/‏‏WHAT_IS_FIGHT 5.0/WHAT_IS_FIGHT.uproject” -unrealexe=“D:\unreal engine\unreal\UE_5.0\En
gine\Binaries\Win64\UnrealEditor-Cmd.exe” -platform=Win64 -ddc=InstalledDerivedDataBackendGraph -installed -stage -archive -package -build -compressed -iostore -pak -prereqs -archivedirectory=“C:/Users/user/Desktop/game” -nodebuginfo” -nocompile ]
UATHelper: Packaging (Windows): Running AutomationTool…
UATHelper: Packaging (Windows): Parsing command line: -ScriptsForProject=“D:/FFOutput/games/Unreal Games/??WHAT_IS_FIGHT 5.0/WHAT_IS_FIGHT.uproject” Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=61737 -project=“D:/FFOutput/games/Unreal Games/??WHAT_IS_FIGHT 5.0/WHAT_IS_FIGHT.uproject” BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=“D:/FFOutput/games/Unreal Games/??WHAT_IS_FIGHT 5.0/WHAT_IS_FIGHT.uproject” -unrealexe=“D:\unreal engine\unreal\UE_5.0\Engine\Binaries\Win64\UnrealEditor-Cmd.exe” -platform=Win64 -ddc=InstalledDeri
vedDataBackendGraph -installed -stage -archive -package -build -compressed -iostore -pak -prereqs -archivedirectory=C:/Users/user/Desktop/game -nodebuginfo -nocompile
UATHelper: Packaging (Windows): Log location: C:\Users\user\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+unreal+engine+unreal+UE_5.0\Log.txt
UATHelper: Packaging (Windows): Installed Sdk validity:
UATHelper: Packaging (Windows): Win64: (Status=Valid, Installed=10.0.22621.0, AutoSDK=, MinAllowed=10.0.00000.0, MaxAllowed=10.9.99999.0, Flags=“InstalledSdk_ValidVersionExists”)
UATHelper: Packaging (Windows): Scanning for envvar changes…
UATHelper: Packaging (Windows): … done!
UATHelper: Packaging (Windows): Cleaning Temp Paths…
UATHelper: Packaging (Windows): BUILD SUCCESSFUL
UATHelper: Packaging (Windows): Setting up ProjectParams for D:\FFOutput\games\Unreal Games\‏‏WHAT_IS_FIGHT 5.0\WHAT_IS_FIGHT.uproject
UATHelper: Packaging (Windows): WHAT_IS_FIGHT.uproject requires a temporary target.cs to be generated (WinDualShock plugin is enabled)
UATHelper: Packaging (Windows): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows): Running: D:\unreal engine\unreal\UE_5.0\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe WHAT_IS_FIGHT Win64 Development -Project=“D:\FFOutput\games\Unreal Games\‏‏WHAT_IS_FIGHT 5.0\WHAT_IS_FIGHT.uproject” “D:\FFOutput\games\Unreal Games\‏‏WHAT_IS_FIGHT 5.0\WHAT_IS_FIGHT.uproject” -NoUBTMakefiles -remoteini=“D:\FFOutput\games\Unreal Games\‏‏WHAT_IS_FIGHT 5.0” -skipdeploy -Manifest=“D:\FFOutput\games\Unreal Games\‏‏WHAT_IS_FIGHT 5.0\Intermediate\Build\Manifest.xml” -NoHotReload -log=“C:\Users\user\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+un
real+engine+unreal+UE_5.0\UBT-WHAT_IS_FIGHT-Win64-Development.txt”
UATHelper: Packaging (Windows): Log file: C:\Users\user\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+unreal+engine+unreal+UE_5.0\UBT-WHAT_IS_FIGHT-Win64-Development.txt
UATHelper: Packaging (Windows): Writing manifest to D:\FFOutput\games\Unreal Games\‏‏WHAT_IS_FIGHT 5.0\Intermediate\Build\Manifest.xml
UATHelper: Packaging (Windows): Building WHAT_IS_FIGHT…
UATHelper: Packaging (Windows): Using Visual Studio 2022 14.33.31629 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.33.31629) and Windows 10.0.22621.0 SDK (C:\Program Files (x86)\Windows Kits\10).
UATHelper: Packaging (Windows): [Adaptive Build] Excluded from WHAT_IS_FIGHT unity file: WHAT_IS_FIGHT.cpp
UATHelper: Packaging (Windows): Determining max actions to execute in parallel (12 physical cores, 24 logical cores)
UATHelper: Packaging (Windows): Executing up to 12 processes, one per physical core
UATHelper: Packaging (Windows): Requested 1.5 GB free memory per action, 7.33 GB available: limiting max parallel actions to 4
UATHelper: Packaging (Windows): Building 5 actions with 4 processes…
UATHelper: Packaging (Windows): [1/5] Resource Default.rc2
UATHelper: Packaging (Windows): …\Build\Windows\Resources\Default.rc2(95) : error RC2175 : resource file D:\FFOutput\games\Unreal Games
UATHelper: Packaging (Windows): [2/5] Compile SharedPCH.Core.ShadowErrors.cpp
UATHelper: Packaging (Windows): c1xx: fatal error C1083: Cannot open compiler intermediate file: ‘D:\FFOutput\games\Unreal Games\�??�??WHAT_IS_FIGHT 5.0\Intermediate\Build\Win64\WHAT_IS_FIGHT\Development\Core\SharedPCH.Core.ShadowErrors.h.pch’: No such file or directory
UATHelper: Packaging (Windows): Took 1.3400305000000001s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\user\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+unreal+engine+unreal+UE_5.0\UBT-WHAT_IS_FIGHT-Win64-Development.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 2s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): Updating environment variables set by a Turnkey sub-process
UATHelper: Packaging (Windows): The system cannot find the path specified.
UATHelper: Packaging (Windows): The system cannot find the path specified.

Hey @Ibrahimrefai,

Your tutorial you linked seems to be missing important steps to the installation, like not adding game development with C++ to your Visual Studios installation. I highly suggest following the official documented process for setting up Visual Studio. (the one linked in the previous post)

Additionally, it looks like you have files with non ASCI characters (non english characters) which can not be read by the Engine as suggested here:

After using the correct installation process, the error tags should also be more accurate.

because i am bilingual and my system is set to arabic anyways the after following the documentation all the errors are gone except the last two lines:
UATHelper: Packaging (Windows): The system cannot find the path specified.
that are coming from RunUAT.bat looking for Engine/intermediate/turnkey/PostTurnkeyVariables.bat
is there any fix

those unicode characters are 5.0 in english not arabic is it safe to rename the folder name

additionally in this line:
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\user\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+unreal+engine+unreal+UE_5.0\UBT-WHAT_IS_FIGHT-Win64-Development.txt)

here is the file:
Log started at 20/01/44 04:57:28 م (1444-01-20T13:57:28Z)
No config file at C:\Users\user\Documents\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
Configuration will be read from:
C:\Users\user\AppData\Roaming\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
Log file: C:\Users\user\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+unreal+engine+unreal+UE_5.0\UBT-WHAT_IS_FIGHT-Win64-Shipping.txt

Note: Android toolchain NDK r21b recommended
Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (1)
Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (2)
Found Windows 10 SDK version 10.0.19041.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.19041.0 at C:\Program Files (x86)\Windows Kits\10
HoloLens using Manual SDK 10.0.19041.0
IOS using Manual SDK 1369.122.1.1
TVOS using Manual SDK 1369.122.1.1
Win64 using Manual SDK 10.0.19041.0
Command line: “D:\unreal engine\unreal\UE_5.0\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” WHAT_IS_FIGHT Win64 Shipping “-Project=D:\FFOutput\games\Unreal Games\‏‏WHAT_IS_FIGHT 5.0\WHAT_IS_FIGHT.uproject” “D:\FFOutput\games\Unreal Games\‏‏WHAT_IS_FIGHT 5.0\WHAT_IS_FIGHT.uproject” -NoUBTMakefiles “-remoteini=D:\FFOutput\games\Unreal Games\‏‏WHAT_IS_FIGHT 5.0” -skipdeploy “-Manifest=D:\FFOutput\games\Unreal Games\‏‏WHAT_IS_FIGHT 5.0\Intermediate\Build\Manifest.xml” -NoHotReload “-log=C:\Users\user\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+unreal+engine+unreal+UE_5.0\UBT-WHAT_IS_FIGHT-Win64-Shipping.txt”
Skipping D:\unreal engine\unreal\UE_5.0\Engine\Intermediate\Build\BuildRules\UE5Rules.dll: File is installed
Skipping D:\unreal engine\unreal\UE_5.0\Engine\Intermediate\Build\BuildRules\UE5ProgramRules.dll: File is installed
Found Visual Studio installation: C:\Program Files\Microsoft Visual Studio\2022\Community (Product=Microsoft.VisualStudio.Product.Community, Version=17.3.32811.315)
Found Visual Studio toolchain: C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.33.31629 (Family=14.33.31629, FamilyRank=1, Version=14.33.31629, Is64Bit=True, Preview=False, Architecture=x64, Error=False, Redist=C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Redist\MSVC\14.32.31326)
Enabling plugin ‘WinDualShock’ (referenced via WHAT_IS_FIGHT.uproject)
Enabling plugin ‘ControlRig’ (referenced via WHAT_IS_FIGHT.uproject)
Ignoring plugin ‘PythonScriptPlugin’ (referenced via WHAT_IS_FIGHT.uproject → ControlRig.uplugin), not enabled for target Game
Enabling plugin ‘LevelSequenceEditor’ (referenced via WHAT_IS_FIGHT.uproject → ControlRig.uplugin)
Enabling plugin ‘SequencerScripting’ (referenced via WHAT_IS_FIGHT.uproject → ControlRig.uplugin → LevelSequenceEditor.uplugin)
Enabling plugin ‘PythonScriptPlugin’ (referenced via WHAT_IS_FIGHT.uproject → ControlRig.uplugin → LevelSequenceEditor.uplugin → SequencerScripting.uplugin)
Ignoring plugin ‘ContentBrowserFileDataSource’ (referenced via WHAT_IS_FIGHT.uproject → ControlRig.uplugin → LevelSequenceEditor.uplugin → SequencerScripting.uplugin → PythonScriptPlugin.uplugin), not enabled for target Game
Enabling plugin ‘PropertyAccessEditor’ (referenced via WHAT_IS_FIGHT.uproject → ControlRig.uplugin)
Enabling plugin ‘Landmass’ (referenced via WHAT_IS_FIGHT.uproject)
Enabling plugin ‘ModelingToolsEditorMode’ (referenced via WHAT_IS_FIGHT.uproject)
Ignoring plugin ‘MeshModelingToolset’ (referenced via WHAT_IS_FIGHT.uproject → ModelingToolsEditorMode.uplugin), not enabled for target Game
Ignoring plugin ‘MeshModelingToolsetExp’ (referenced via WHAT_IS_FIGHT.uproject → ModelingToolsEditorMode.uplugin), not enabled for target Game
Ignoring plugin ‘MeshLODToolset’ (referenced via WHAT_IS_FIGHT.uproject → ModelingToolsEditorMode.uplugin), not enabled for target Game
Enabling plugin ‘StylusInput’ (referenced via WHAT_IS_FIGHT.uproject → ModelingToolsEditorMode.uplugin)
Enabling plugin ‘Bridge’ (referenced via WHAT_IS_FIGHT.uproject)
Enabling plugin ‘EditorScriptingUtilities’ (referenced via WHAT_IS_FIGHT.uproject → Bridge.uplugin)
Enabling plugin ‘Paper2D’ (referenced via default plugins)
Enabling plugin ‘AISupport’ (referenced via default plugins)
Enabling plugin ‘EnvironmentQueryEditor’ (referenced via default plugins)
Enabling plugin ‘AnimationModifierLibrary’ (referenced via default plugins)
Enabling plugin ‘BlendSpaceMotionAnalysis’ (referenced via default plugins)
Enabling plugin ‘ControlRigSpline’ (referenced via default plugins)
Enabling plugin ‘IKRig’ (referenced via default plugins)
Enabling plugin ‘FullBodyIK’ (referenced via default plugins → IKRig.uplugin)
Enabling plugin ‘CameraShakePreviewer’ (referenced via default plugins)
Enabling plugin ‘GameplayCameras’ (referenced via default plugins → CameraShakePreviewer.uplugin)
Enabling plugin ‘TemplateSequence’ (referenced via default plugins → CameraShakePreviewer.uplugin → GameplayCameras.uplugin)
Enabling plugin ‘OodleNetwork’ (referenced via default plugins)
Enabling plugin ‘AnimationSharing’ (referenced via default plugins)
Enabling plugin ‘SignificanceManager’ (referenced via default plugins → AnimationSharing.uplugin)
Enabling plugin ‘CLionSourceCodeAccess’ (referenced via default plugins)
Enabling plugin ‘CodeLiteSourceCodeAccess’ (referenced via default plugins)
Enabling plugin ‘GitSourceControl’ (referenced via default plugins)
Enabling plugin ‘KDevelopSourceCodeAccess’ (referenced via default plugins)
Enabling plugin ‘NullSourceCodeAccess’ (referenced via default plugins)
Enabling plugin ‘PerforceSourceControl’ (referenced via default plugins)
Enabling plugin ‘PixWinPlugin’ (referenced via default plugins)
Enabling plugin ‘PlasticSourceControl’ (referenced via default plugins)
Enabling plugin ‘PluginUtils’ (referenced via default plugins)
Enabling plugin ‘PropertyAccessNode’ (referenced via default plugins)
Enabling plugin ‘RiderSourceCodeAccess’ (referenced via default plugins)
Enabling plugin ‘SubversionSourceControl’ (referenced via default plugins)
Enabling plugin ‘TextureFormatOodle’ (referenced via default plugins)
Enabling plugin ‘TraceDataFilters’ (referenced via default plugins)
Enabling plugin ‘UObjectPlugin’ (referenced via default plugins)
Enabling plugin ‘VisualStudioCodeSourceCodeAccess’ (referenced via default plugins)
Enabling plugin ‘VisualStudioSourceCodeAccess’ (referenced via default plugins)
Ignoring plugin ‘XCodeSourceCodeAccess’ (referenced via default plugins) due to unsupported target platform.
Enabling plugin ‘AssetManagerEditor’ (referenced via default plugins)
Enabling plugin ‘ContentBrowserAssetDataSource’ (referenced via default plugins)
Enabling plugin ‘ContentBrowserClassDataSource’ (referenced via default plugins)
Enabling plugin ‘CryptoKeys’ (referenced via default plugins)
Enabling plugin ‘CurveEditorTools’ (referenced via default plugins)
Enabling plugin ‘DataValidation’ (referenced via default plugins)
Enabling plugin ‘EditorDebugTools’ (referenced via default plugins)
Enabling plugin ‘FacialAnimation’ (referenced via default plugins)
Enabling plugin ‘GameplayTagsEditor’ (referenced via default plugins)
Enabling plugin ‘GeometryMode’ (referenced via default plugins)
Enabling plugin ‘MacGraphicsSwitching’ (referenced via default plugins)
Enabling plugin ‘MaterialAnalyzer’ (referenced via default plugins)
Enabling plugin ‘MobileLauncherProfileWizard’ (referenced via default plugins)
Enabling plugin ‘PluginBrowser’ (referenced via default plugins)
Enabling plugin ‘SequencerAnimTools’ (referenced via default plugins)
Enabling plugin ‘SpeedTreeImporter’ (referenced via default plugins)
Enabling plugin ‘WorldPartitionHLODUtilities’ (referenced via default plugins)
Enabling plugin ‘DatasmithContent’ (referenced via default plugins)
Enabling plugin ‘VariantManagerContent’ (referenced via default plugins → DatasmithContent.uplugin)
Enabling plugin ‘AutomationUtils’ (referenced via default plugins)
Enabling plugin ‘BackChannel’ (referenced via default plugins)
Enabling plugin ‘ChaosClothEditor’ (referenced via default plugins)
Enabling plugin ‘ChaosCloth’ (referenced via default plugins → ChaosClothEditor.uplugin)
Enabling plugin ‘ChaosEditor’ (referenced via default plugins)
Ignoring plugin ‘PlanarCut’ (referenced via default plugins → ChaosEditor.uplugin), not enabled for target Game
Enabling plugin ‘GeometryCollectionPlugin’ (referenced via default plugins → ChaosEditor.uplugin)
Enabling plugin ‘ProceduralMeshComponent’ (referenced via default plugins → ChaosEditor.uplugin → GeometryCollectionPlugin.uplugin)
Enabling plugin ‘ChaosSolverPlugin’ (referenced via default plugins → ChaosEditor.uplugin → GeometryCollectionPlugin.uplugin)
Ignoring plugin ‘MeshModelingToolsetExp’ (referenced via default plugins → ChaosEditor.uplugin), not enabled for target Game
Enabling plugin ‘ChaosNiagara’ (referenced via default plugins)
Enabling plugin ‘Niagara’ (referenced via default plugins → ChaosNiagara.uplugin)
Enabling plugin ‘CharacterAI’ (referenced via default plugins)
Enabling plugin ‘InterchangeEditor’ (referenced via default plugins)
Ignoring plugin ‘Interchange’ (referenced via default plugins → InterchangeEditor.uplugin), not enabled for target Game
Enabling plugin ‘OpenImageDenoise’ (referenced via default plugins)
Enabling plugin ‘PlatformCrypto’ (referenced via default plugins)
Enabling plugin ‘SkeletalReduction’ (referenced via default plugins)
Enabling plugin ‘FastBuildController’ (referenced via default plugins)
Enabling plugin ‘AlembicImporter’ (referenced via default plugins)
Enabling plugin ‘GeometryCache’ (referenced via default plugins → AlembicImporter.uplugin)
Enabling plugin ‘AndroidMedia’ (referenced via default plugins)
Enabling plugin ‘AvfMedia’ (referenced via default plugins)
Enabling plugin ‘ImgMedia’ (referenced via default plugins)
Enabling plugin ‘MediaCompositing’ (referenced via default plugins)
Enabling plugin ‘MediaPlayerEditor’ (referenced via default plugins)
Enabling plugin ‘WmfMedia’ (referenced via default plugins)
Enabling plugin ‘MeshPainting’ (referenced via default plugins)
Enabling plugin ‘GeometryProcessing’ (referenced via default plugins → MeshPainting.uplugin)
Enabling plugin ‘TcpMessaging’ (referenced via default plugins)
Enabling plugin ‘UdpMessaging’ (referenced via default plugins)
Enabling plugin ‘ActorSequence’ (referenced via default plugins)
Enabling plugin ‘MatineeToLevelSequence’ (referenced via default plugins)
Ignoring plugin ‘OnlineSubsystemGooglePlay’ (referenced via default plugins) due to unsupported target platform.
Ignoring plugin ‘OnlineSubsystemIOS’ (referenced via default plugins) due to unsupported target platform.
Enabling plugin ‘OnlineBase’ (referenced via default plugins)
Enabling plugin ‘OnlineSubsystemNull’ (referenced via default plugins)
Enabling plugin ‘OnlineSubsystem’ (referenced via default plugins → OnlineSubsystemNull.uplugin)
Enabling plugin ‘OnlineSubsystemUtils’ (referenced via default plugins → OnlineSubsystemNull.uplugin)
Enabling plugin ‘OnlineServices’ (referenced via default plugins → OnlineSubsystemNull.uplugin → OnlineSubsystemUtils.uplugin)
Enabling plugin ‘LauncherChunkInstaller’ (referenced via default plugins)
Enabling plugin ‘ActorLayerUtilities’ (referenced via default plugins)
Enabling plugin ‘AndroidDeviceProfileSelector’ (referenced via default plugins)
Enabling plugin ‘AndroidFileServer’ (referenced via default plugins)
Enabling plugin ‘AndroidMoviePlayer’ (referenced via default plugins)
Enabling plugin ‘AndroidPermission’ (referenced via default plugins)
Enabling plugin ‘AppleImageUtils’ (referenced via default plugins)
Enabling plugin ‘AppleMoviePlayer’ (referenced via default plugins)
Enabling plugin ‘ArchVisCharacter’ (referenced via default plugins)
Enabling plugin ‘AssetTags’ (referenced via default plugins)
Enabling plugin ‘AudioCapture’ (referenced via default plugins)
Enabling plugin ‘CableComponent’ (referenced via default plugins)
Enabling plugin ‘ChunkDownloader’ (referenced via default plugins)
Enabling plugin ‘CustomMeshComponent’ (referenced via default plugins)
Enabling plugin ‘ExampleDeviceProfileSelector’ (referenced via default plugins)
Enabling plugin ‘GoogleCloudMessaging’ (referenced via default plugins)
Enabling plugin ‘GooglePAD’ (referenced via default plugins)
Enabling plugin ‘IOSDeviceProfileSelector’ (referenced via default plugins)
Enabling plugin ‘LinuxDeviceProfileSelector’ (referenced via default plugins)
Enabling plugin ‘LocationServicesBPLibrary’ (referenced via default plugins)
Enabling plugin ‘MobilePatchingUtils’ (referenced via default plugins)
Enabling plugin ‘ResonanceAudio’ (referenced via default plugins)
Enabling plugin ‘RuntimePhysXCooking’ (referenced via default plugins)
Enabling plugin ‘SoundFields’ (referenced via default plugins)
Enabling plugin ‘Synthesis’ (referenced via default plugins)
Enabling plugin ‘AudioSynesthesia’ (referenced via default plugins → Synthesis.uplugin)
Enabling plugin ‘WebMMoviePlayer’ (referenced via default plugins)
Enabling plugin ‘WebMMedia’ (referenced via default plugins → WebMMoviePlayer.uplugin)
Enabling plugin ‘WindowsDeviceProfileSelector’ (referenced via default plugins)
Enabling plugin ‘WindowsMoviePlayer’ (referenced via default plugins)
Enabling plugin ‘XGEController’ (referenced via default plugins)
Compiler: C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\cl.exe
Linker: C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\link.exe
Library Manager: C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.33.31629\bin\HostX64\x64\lib.exe
Resource Compiler: C:\Program Files (x86)\Windows Kits\10\bin\10.0.19041.0\x64\rc.exe
Writing manifest to D:\FFOutput\games\Unreal Games\‏‏WHAT_IS_FIGHT 5.0\Intermediate\Build\Manifest.xml
WHAT_IS_FIGHT-Win64-Shipping.target: Produced item “D:\FFOutput\games\Unreal Games\‏‏WHAT_IS_FIGHT 5.0\Binaries\Win64\WHAT_IS_FIGHT-Win64-Shipping.target” doesn’t exist.
Default.rc2: Produced item “D:\FFOutput\games\Unreal Games\‏‏WHAT_IS_FIGHT 5.0\Intermediate\Build\Win64\WHAT_IS_FIGHT\Shipping\Default.rc2.res” doesn’t exist.
WHAT_IS_FIGHT-Win64-Shipping.exe: Produced item “D:\FFOutput\games\Unreal Games\‏‏WHAT_IS_FIGHT 5.0\Binaries\Win64\WHAT_IS_FIGHT-Win64-Shipping.exe” doesn’t exist.
WHAT_IS_FIGHT.cpp: Produced item “D:\FFOutput\games\Unreal Games\‏‏WHAT_IS_FIGHT 5.0\Intermediate\Build\Win64\UnrealGame\Shipping\WHAT_IS_FIGHT\WHAT_IS_FIGHT.cpp.obj” doesn’t exist.
SharedPCH.Core.ShadowErrors.cpp: Produced item “D:\FFOutput\games\Unreal Games\‏‏WHAT_IS_FIGHT 5.0\Intermediate\Build\Win64\WHAT_IS_FIGHT\Shipping\Core\SharedPCH.Core.ShadowErrors.h.obj” doesn’t exist.
WHAT_IS_FIGHT.cpp: Produced item “D:\FFOutput\games\Unreal Games\‏‏WHAT_IS_FIGHT 5.0\Intermediate\Build\Win64\UnrealGame\Shipping\WHAT_IS_FIGHT\WHAT_IS_FIGHT.cpp.json” doesn’t exist.
SharedPCH.Core.ShadowErrors.cpp: Produced item “D:\FFOutput\games\Unreal Games\‏‏WHAT_IS_FIGHT 5.0\Intermediate\Build\Win64\WHAT_IS_FIGHT\Shipping\Core\SharedPCH.Core.ShadowErrors.h.json” doesn’t exist.
WHAT_IS_FIGHT-Win64-Shipping.exe: Produced item “D:\FFOutput\games\Unreal Games\‏‏WHAT_IS_FIGHT 5.0\Binaries\Win64\WHAT_IS_FIGHT-Win64-Shipping.pdb” doesn’t exist.
SharedPCH.Core.ShadowErrors.cpp: Produced item “D:\FFOutput\games\Unreal Games\‏‏WHAT_IS_FIGHT 5.0\Intermediate\Build\Win64\WHAT_IS_FIGHT\Shipping\Core\SharedPCH.Core.ShadowErrors.h.pch” doesn’t exist.
Checking for live coding mutex: Global\LiveCoding_D++FFOutput+games+Unreal Games+‏‏WHAT_IS_FIGHT 5.0+Binaries+Win64+WHAT_IS_FIGHT-Win64-Shipping.exe
Building WHAT_IS_FIGHT…
Using Visual Studio 2022 14.33.31629 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.33.31629) and Windows 10.0.19041.0 SDK (C:\Program Files (x86)\Windows Kits\10).
[Adaptive Build] Excluded from WHAT_IS_FIGHT unity file: WHAT_IS_FIGHT.cpp
Determining max actions to execute in parallel (12 physical cores, 24 logical cores)
Executing up to 12 processes, one per physical core
Requested 1.5 GB free memory per action, 6.53 GB available: limiting max parallel actions to 4
Building 5 actions with 4 processes…
[1/5] Resource Default.rc2
…\Build\Windows\Resources\Default.rc2(95) : error RC2175 : resource file D:\FFOutput\games\Unreal Games
[2/5] Compile SharedPCH.Core.ShadowErrors.cpp
c1xx: fatal error C1083: Cannot open compiler intermediate file: ‘D:\FFOutput\games\Unreal Games\ ?? ??WHAT_IS_FIGHT 5.0\Intermediate\Build\Win64\WHAT_IS_FIGHT\Shipping\Core\SharedPCH.Core.ShadowErrors.h.pch’: No such file or directory
CompilationResultException: Error: OtherCompilationError
at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List1 ActionsToExecute, List1 TargetDescriptors) in d:\build++UE5\Sync\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 375
at UnrealBuildTool.BuildMode.Build(TargetMakefile[] Makefiles, List1 TargetDescriptors, BuildConfiguration BuildConfiguration, BuildOptions Options, FileReference WriteOutdatedActionsFile) in d:\build\++UE5\Sync\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 611 at UnrealBuildTool.BuildMode.Build(List1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, Boolean bSkipPreBuildTargets) in d:\build++UE5\Sync\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 282
at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in d:\build++UE5\Sync\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 237
at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in d:\build++UE5\Sync\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 612
WriteFileIfChanged() wrote 0 changed files of 7 requested writes.
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Hey @Ibrahimrefai!

From here there are a few things you can try.

  • You can try deleting your intermediate folder and trying again.
  • Try going to this similar thread and following the solutions here from the Unreal forums
  • Are you using turnkey to manage your SDKs? If so, check out the documentation to make sure everything is set up correctly:

I hope the above provides the solution you need!

idk i just install an sdk and that’s it and the problem is that there is no turnkey folder and idk what is turnkey anyway but after deleting the intermediate folder it got even worse
and for the forum i have seen it and tried to reinstall MS VS 2022 but nothing helped the error is still there.

now i will try and follow the documentation and give you an update.

UPDATE: in the documentation i found nothing could help and when i press the intermediate button it gives me a 404. https://docs.unrealengine.com/5.0/en-US/SiteIndex

one last question is it possible to roll back my project to ue4

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Hey @Ibrahimrefai!

None of the other links concerning setting up or using Turnkey were helpful in the documentation (Setting up Turnkey for your organization, setting up google drive for Unreal Turnkey, managing platforms in Unreal Editor, using the Turnkey command line)?

It is possible to roll back your project if you were using any sort of version control. Were you using anything like that?

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