Summary
Trying to create a 3rd Person Game, C++ got the following error on Linux
An error occurred while trying to generate project files.
Running /opt/epic/UE-5.8/Engine/Build/BatchFiles/Linux/Build.sh -projectfiles -project="/home/user/devel/Unreal_Projects/TestCPP/TestCPP.uproject" -game -rocket -progress
Setting up bundled DotNet SDK
Running command : dotnet Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.dll -projectfiles -project=/home/user/devel/Unreal_Projects/TestCPP/TestCPP.uproject -game -rocket -progress
Log file: /home/user/.config/Epic/UnrealBuildTool/Log_GPF.txt
Some Platforms were skipped due to invalid SDK setup: Android.
See the log file for detailed information
Generating Make project files:
Discovering modules, targets and source code for project...
Adding projects for all targets...
Adding projects for all targets took 2.37s
Adding projects for all game projects took 0.00s
Adding projects for all modules took 0.10s
DiscoverCSharpPrograms took 0.13s
Unable to parse /opt/epic/UE-5.8/Engine/Plugins/ScriptPlugin/Source/ScriptGeneratorUbtPlugin/ScriptGeneratorUbtPlugin.ubtplugin.csproj: Microsoft.Build.Exceptions.InvalidProjectFileException: The imported project file "/opt/epic/UE-5.8/Engine/Plugins/ScriptPlugin/Source/ScriptGeneratorUbtPlugin/ScriptGeneratorUbtPlugin.ubtplugin.csproj.props" could not be loaded. Root element is missing. /opt/epic/UE-5.8/Engine/Plugins/ScriptPlugin/Source/ScriptGeneratorUbtPlugin/ScriptGeneratorUbtPlugin.ubtplugin.csproj
at Microsoft.Build.Shared.ProjectErrorUtilities.ThrowInvalidProject(String errorSubCategoryResourceName, IElementLocation elementLocation, String resourceName, Object[] args)
at Microsoft.Build.Shared.ProjectErrorUtilities.ThrowInvalidProject[T1,T2](IElementLocation elementLocation, String resourceName, T1 arg0, T2 arg1)
at Microsoft.Build.Evaluation.Evaluator`4.ExpandAndLoadImportsFromUnescapedImportExpression(String directoryOfImportingFile, ProjectImportElement importElement, String unescapedExpression, Boolean throwOnFileNotExistsError, List`1& imports)
at Microsoft.Build.Evaluation.Evaluator`4.ExpandAndLoadImportsFromUnescapedImportExpressionConditioned(String directoryOfImportingFile, ProjectImportElement importElement, List`1& projects, SdkResult& sdkResult)
at Microsoft.Build.Evaluation.Evaluator`4.ExpandAndLoadImports(String directoryOfImportingFile, ProjectImportElement importElement, SdkResult& sdkResult)
at Microsoft.Build.Evaluation.Evaluator`4.EvaluateImportElement(String directoryOfImportingFile, ProjectImportElement importElement)
at Microsoft.Build.Evaluation.Evaluator`4.PerformDepthFirstPass(ProjectRootElement currentProjectOrImport)
at Microsoft.Build.Evaluation.Evaluator`4.Evaluate()
at Microsoft.Build.Evaluation.Evaluator`4.Evaluate(IEvaluatorData`4 data, Project project, ProjectRootElement root, ProjectLoadSettings loadSettings, Int32 maxNodeCount, PropertyDictionary`1 environmentProperties, ICollection`1 propertiesFromCommandLine, ILoggingService loggingService, IItemFactory`2 itemFactory, IToolsetProvider toolsetProvider, IDirectoryCacheFactory directoryCacheFactory, ProjectRootElementCacheBase projectRootElementCache, BuildEventContext buildEventContext, ISdkResolverService sdkResolverService, Int32 submissionId, EvaluationContext evaluationContext, Boolean interactive)
at Microsoft.Build.Evaluation.Project.ProjectImpl.Reevaluate(ILoggingService loggingServiceForEvaluation, ProjectLoadSettings loadSettings, EvaluationContext evaluationContext)
at Microsoft.Build.Evaluation.Project.ProjectImpl.ReevaluateIfNecessary(ILoggingService loggingServiceForEvaluation, ProjectLoadSettings loadSettings, EvaluationContext evaluationContext)
at Microsoft.Build.Evaluation.Project.ProjectImpl.Initialize(IDictionary`2 globalProperties, String toolsVersion, String subToolsetVersion, ProjectLoadSettings loadSettings, EvaluationContext evaluationContext, Boolean interactive)
at Microsoft.Build.Evaluation.Project..ctor(String projectFile, IDictionary`2 globalProperties, String toolsVersion, String subToolsetVersion, ProjectCollection projectCollection, ProjectLoadSettings loadSettings, EvaluationContext evaluationContext, IDirectoryCacheFactory directoryCacheFactory, Boolean interactive)
at Microsoft.Build.Evaluation.Project.FromFile(String file, ProjectOptions options)
at UnrealBuildBase.DotnetProjectInfo.ReadImpl(FileReference file, IReadOnlyDictionary`2 globalProperties) in /mnt/horde/++UE5/Sync/Engine/Source/Programs/Shared/EpicGames.Build/DotnetProjectInfo.cs:line 137
at UnrealBuildBase.DotnetProjectInfo.Read(FileReference file, IReadOnlyDictionary`2 globalProperties) in /mnt/horde/++UE5/Sync/Engine/Source/Programs/Shared/EpicGames.Build/DotnetProjectInfo.cs:line 91
at UnrealBuildTool.VCSharpProjectFile.GetProjectInfo(UnrealTargetConfiguration InConfiguration) in /mnt/horde/++UE5/Sync/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudio/VCSharpProjectFile.cs:line 161
at UnrealBuildTool.VCSharpProjectFile..ctor(FileReference InitFilePath, ILogger Logger) in /mnt/horde/++UE5/Sync/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudio/VCSharpProjectFile.cs:line 51
Unhandled 1 aggregate exceptions
Existing C# project /opt/epic/UE-5.8/Engine/Plugins/ScriptPlugin/Source/ScriptGeneratorUbtPlugin/ScriptGeneratorUbtPlugin.ubtplugin.csproj must contain a Debug configuration
Result: Failed (OtherCompilationError)
Total execution time: 6.25 seconds
Trace written to file /home/user/.config/Epic/UnrealBuildTool/Trace.uba with size 132.6kb
What Type of Bug are you experiencing?
Editor
Steps to Reproduce
Have latest Ubuntu LTS
install latest NVIDIA 610 driver
X11
Cinamon - Multi-X-Display
Install UE 5.8
Open Unreal Editor
Create a new C++ project anywhere
Expected Result
Create a new project
Observed Result
Failure at all times with the following message:
An error occurred while trying to generate project files.
Running /opt/epic/UE-5.8/Engine/Build/BatchFiles/Linux/Build.sh -projectfiles -project="/home/user/devel/Unreal_Projects/TestCPP/TestCPP.uproject" -game -rocket -progress
Setting up bundled DotNet SDK
Running command : dotnet Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.dll -projectfiles -project=/home/user/devel/Unreal_Projects/TestCPP/TestCPP.uproject -game -rocket -progress
Log file: /home/user/.config/Epic/UnrealBuildTool/Log_GPF.txt
Some Platforms were skipped due to invalid SDK setup: Android.
See the log file for detailed information
Generating Make project files:
Discovering modules, targets and source code for project...
Adding projects for all targets...
Adding projects for all targets took 2.37s
Adding projects for all game projects took 0.00s
Adding projects for all modules took 0.10s
DiscoverCSharpPrograms took 0.13s
Unable to parse /opt/epic/UE-5.8/Engine/Plugins/ScriptPlugin/Source/ScriptGeneratorUbtPlugin/ScriptGeneratorUbtPlugin.ubtplugin.csproj: Microsoft.Build.Exceptions.InvalidProjectFileException: The imported project file "/opt/epic/UE-5.8/Engine/Plugins/ScriptPlugin/Source/ScriptGeneratorUbtPlugin/ScriptGeneratorUbtPlugin.ubtplugin.csproj.props" could not be loaded. Root element is missing. /opt/epic/UE-5.8/Engine/Plugins/ScriptPlugin/Source/ScriptGeneratorUbtPlugin/ScriptGeneratorUbtPlugin.ubtplugin.csproj
at Microsoft.Build.Shared.ProjectErrorUtilities.ThrowInvalidProject(String errorSubCategoryResourceName, IElementLocation elementLocation, String resourceName, Object[] args)
at Microsoft.Build.Shared.ProjectErrorUtilities.ThrowInvalidProject[T1,T2](IElementLocation elementLocation, String resourceName, T1 arg0, T2 arg1)
at Microsoft.Build.Evaluation.Evaluator`4.ExpandAndLoadImportsFromUnescapedImportExpression(String directoryOfImportingFile, ProjectImportElement importElement, String unescapedExpression, Boolean throwOnFileNotExistsError, List`1& imports)
at Microsoft.Build.Evaluation.Evaluator`4.ExpandAndLoadImportsFromUnescapedImportExpressionConditioned(String directoryOfImportingFile, ProjectImportElement importElement, List`1& projects, SdkResult& sdkResult)
at Microsoft.Build.Evaluation.Evaluator`4.ExpandAndLoadImports(String directoryOfImportingFile, ProjectImportElement importElement, SdkResult& sdkResult)
at Microsoft.Build.Evaluation.Evaluator`4.EvaluateImportElement(String directoryOfImportingFile, ProjectImportElement importElement)
at Microsoft.Build.Evaluation.Evaluator`4.PerformDepthFirstPass(ProjectRootElement currentProjectOrImport)
at Microsoft.Build.Evaluation.Evaluator`4.Evaluate()
at Microsoft.Build.Evaluation.Evaluator`4.Evaluate(IEvaluatorData`4 data, Project project, ProjectRootElement root, ProjectLoadSettings loadSettings, Int32 maxNodeCount, PropertyDictionary`1 environmentProperties, ICollection`1 propertiesFromCommandLine, ILoggingService loggingService, IItemFactory`2 itemFactory, IToolsetProvider toolsetProvider, IDirectoryCacheFactory directoryCacheFactory, ProjectRootElementCacheBase projectRootElementCache, BuildEventContext buildEventContext, ISdkResolverService sdkResolverService, Int32 submissionId, EvaluationContext evaluationContext, Boolean interactive)
at Microsoft.Build.Evaluation.Project.ProjectImpl.Reevaluate(ILoggingService loggingServiceForEvaluation, ProjectLoadSettings loadSettings, EvaluationContext evaluationContext)
at Microsoft.Build.Evaluation.Project.ProjectImpl.ReevaluateIfNecessary(ILoggingService loggingServiceForEvaluation, ProjectLoadSettings loadSettings, EvaluationContext evaluationContext)
at Microsoft.Build.Evaluation.Project.ProjectImpl.Initialize(IDictionary`2 globalProperties, String toolsVersion, String subToolsetVersion, ProjectLoadSettings loadSettings, EvaluationContext evaluationContext, Boolean interactive)
at Microsoft.Build.Evaluation.Project..ctor(String projectFile, IDictionary`2 globalProperties, String toolsVersion, String subToolsetVersion, ProjectCollection projectCollection, ProjectLoadSettings loadSettings, EvaluationContext evaluationContext, IDirectoryCacheFactory directoryCacheFactory, Boolean interactive)
at Microsoft.Build.Evaluation.Project.FromFile(String file, ProjectOptions options)
at UnrealBuildBase.DotnetProjectInfo.ReadImpl(FileReference file, IReadOnlyDictionary`2 globalProperties) in /mnt/horde/++UE5/Sync/Engine/Source/Programs/Shared/EpicGames.Build/DotnetProjectInfo.cs:line 137
at UnrealBuildBase.DotnetProjectInfo.Read(FileReference file, IReadOnlyDictionary`2 globalProperties) in /mnt/horde/++UE5/Sync/Engine/Source/Programs/Shared/EpicGames.Build/DotnetProjectInfo.cs:line 91
at UnrealBuildTool.VCSharpProjectFile.GetProjectInfo(UnrealTargetConfiguration InConfiguration) in /mnt/horde/++UE5/Sync/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudio/VCSharpProjectFile.cs:line 161
at UnrealBuildTool.VCSharpProjectFile..ctor(FileReference InitFilePath, ILogger Logger) in /mnt/horde/++UE5/Sync/Engine/Source/Programs/UnrealBuildTool/ProjectFiles/VisualStudio/VCSharpProjectFile.cs:line 51
Unhandled 1 aggregate exceptions
Existing C# project /opt/epic/UE-5.8/Engine/Plugins/ScriptPlugin/Source/ScriptGeneratorUbtPlugin/ScriptGeneratorUbtPlugin.ubtplugin.csproj must contain a Debug configuration
Result: Failed (OtherCompilationError)
Total execution time: 6.25 seconds
Trace written to file /home/user/.config/Epic/UnrealBuildTool/Trace.uba with size 132.6kb
Affects Versions
5.8
Platform(s)
Linux