UATHelper: Packaging (Windows (64-bit)): ERROR: Missing precompiled manifest for 'EditorWidgets'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in EditorWidgets.build.cs to override.
for me it began after I added custom c++ user widget. I’m finded difference in my .uproject : “Modules” section “Additional Dependencies” there are two new words “UMG” and “EditorWidget”.
Just delete this words and after compile, packaging and play - all new logic worked fine for me.
After rolling back the project a couple of commits back, I noticed that the error began to appear after the implementation of custom asset type. The point is that the UFactory class requires the UnrealEd module. This module also depended on the dependencies of the editor, such as EditorWidgets. If you have the exact same situation, then you need to create the Editor module and place the UFactory there. The asset class itself must be left in the Runtime (default) module. Detailed instructions on how to do this are presented here.
Note that some modules (like UnrealEd) are editor only. Be careful.
Sometimes such strategy might crash your project. Some ingame classes (like UTexture2D) depends on Editor module (as on your screenshot), some on CoreUObject and etc… So your project just wont compile in this case. At least it happened to me when I cleared this list.
maybe in some case, but not in this. These dependencies in my case appearing in creation Custom CPP User Widget. and as I wrote all logic works fine in packaged project.
thanks for your detailed answer anyway - If I find any crash in the future I will put a hand on it)
I ve encountered the same issue! It because of including a editor plugin module in a runtime plugin module when I created several plugins and there are dependencies between them! What I have done is create a new plugin which is totally independent ,excluding the editor module from the Runtime module in the build.cs file and the instance which include the files of the editor module ! Its fine for me ! Hope It works for u!