i add c++ content to the project, but get an error

  • Registered restarted process F:\UE5\UE_5.1\Engine\Binaries\Win64\UnrealEditor.exe (PID: 11120, previous PID: 23936)
    Loading module F:\UE5\UE5projects\cpp\MyProject\Binaries\Win64\UnrealEditor-MyProject.dll (0.085 MB)
    Loaded 1 module(s) (0.000s, 5 translation units)
    Live coding ready - Save changes and press Ctrl+Alt+F11 to re-compile code
    Manual recompile triggered
    ---------- Creating patch ----------
    Running F:\UE5\UE_5.1\Engine\Build\BatchFiles\Build.bat -Target=“MyProjectEditor Win64 Development -Project=”“F:/UE5/UE5projects/cpp/MyProject/MyProject.uproject”“” -LiveCoding -LiveCodingModules=“F:/UE5/UE_5.1/Engine/Intermediate/LiveCodingModules.txt” -LiveCodingManifest=“F:/UE5/UE_5.1/Engine/Intermediate/LiveCoding.json” -WaitMutex -LiveCodingLimit=100
    Quick restart disabled when re-instancing is enabled.
    Running UnrealBuildTool: dotnet “…..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” -Target=“MyProjectEditor Win64 Development -Project=”“F:/UE5/UE5projects/cpp/MyProject/MyProject.uproject”“” -LiveCoding -LiveCodingModules=“F:/UE5/UE_5.1/Engine/Intermediate/LiveCodingModules.txt” -LiveCodingManifest=“F:/UE5/UE_5.1/Engine/Intermediate/LiveCoding.json” -WaitMutex -LiveCodingLimit=100
    Log file: C:\Users\Ewall\AppData\Local\UnrealBuildTool\Log.txt
    Creating makefile for MyProjectEditor (no existing makefile)
    Parsing headers for MyProjectEditor
    Running Internal UnrealHeaderTool F:\UE5\UE5projects\cpp\MyProject\MyProject.uproject F:\UE5\UE5projects\cpp\MyProject\Intermediate\Build\Win64\MyProjectEditor\Development\MyProjectEditor.uhtmanifest -WarningsAsErrors -installed
    Total of 5 written
    Reflection code generated for MyProjectEditor in 1.2356977 seconds
    Building MyProjectEditor…
    Using Visual Studio 2019 14.29.30148 toolchain (E:\Microsoft Visual Studio\VC\Tools\MSVC\14.29.30133) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    Determining max actions to execute in parallel (4 physical cores, 8 logical cores)
    Executing up to 4 processes, one per physical core
    Building 5 actions with 4 processes…
    [1/5] Compile MyProject.init.gen.cpp
    c1xx: error C3859: δ??? PCH ???ڴ?
    c1xx: note: ϵͳ???ش??1455: ҳ???С???ɲ??
    c1xx: note: ???Precompiled Header (PCH) issues and recommendations - C++ Team Blog ???
    c1xx: fatal error C1076: ??? ?ﵽ???
    [2/5] Compile TP_ThirdPersonCharacter.gen.cpp
    F:\UE5\UE5projects\cpp\MyProject\Source\MyProject\TP_ThirdPerson\TP_ThirdPersonCharacter.h(7): fatal error C1083: ???򿪰??? ??InputActionValue.h??: No such file or directory
    [3/5] Compile TP_ThirdPersonGameMode.gen.cpp
    [4/5] Compile TP_ThirdPersonCharacter.cpp
    F:\UE5\UE5projects\cpp\MyProject\Source\MyProject\TP_ThirdPerson\TP_ThirdPersonCharacter.h(7): fatal error C1083: ???򿪰??? ??InputActionValue.h??: No such file or directory
    [5/5] Compile TP_ThirdPersonGameMode.cpp
    F:\UE5\UE5projects\cpp\MyProject\Source\MyProject\TP_ThirdPerson\TP_ThirdPersonCharacter.h(7): fatal error C1083: ???򿪰??? ??InputActionValue.h??: No such file or directory
    Build failed.

  • i add c++ content to the project, but get an error

I had that happen to me as well. Only solution i could come up with was installing from source. Here it is 3 days later and it finally works. And one thing is if your projects are in a different subfolder then they are suppose to be you have to tell vs studios community after building the project with your added c++ content (scripts) you more then likely will need to tell it where all the dependacies are or it’ll error and say your project was built from antother engine. Hope this helps.

You must added “EnhancedInput” Module to your #PROJECT.Build.cs Like This:

PublicDependencyModuleNames.AddRange(new string[] { “Core”, “CoreUObject”, “Engine”, “InputCore”, “EnhancedInput” });