Missing precompiled manifest for 'libpas' (GenerateClangDatabase for intellisense)

(Unreal 5.6)
My clang works for most of my files (If I understand correctly my intellisense in VSCode is basically working because of it).

However, the analysis is not done for a file. I don’t know why.

I attempted to run

UnrealBuildTool.exe MyProject Win64 Development -Project=“E:/…/MyProject.uproject” -Mode=GenerateClangDatabase to refresh clang

but I get:

Missing precompiled manifest for ‘libpas’, 'E:\epic\UE_5.6\UE_5.6\Engine\Intermediate\Build\Win64\UnrealGame\Development\libpas\libpas.precompiled. This module can not be referenced in a monolithic precompiled build, remove this reference or migrate to a fully compiled source build.
This module was most likely not flagged during a release for being included in a precompiled build - set ‘PrecompileForTargets = PrecompileTargetsType.Any;’ in libpas.Build.cs to override.
Dependent modules ‘Core’
Missing precompiled manifest for ‘libpas’, 'E:\epic\UE_5.6\UE_5.6\Engine\Intermediate\Build\Win64\UnrealGame\Development\libpas\libpas.precompiled

I can’t do the suggestion as it is a read only file and I am not finding anything using libpas.

Can someone help me with that?

I’m also having this problem. I haven’t been able to find a workaround yet.

Finally, I found something.

As a mater of fact, I don’t need :
UnrealBuildTool.exe MyProject Win64 Development -Project=“E:/…/MyProject.uproject” -Mode=GenerateClangDatabase

for my needs.

I only wanted to repair intellisense.

My main goal was to have a functionning intellisense, here is how I resolved my issue:

-Make sure you have clangd plugin in VSCode
-Since I was trying to solve that I decided to migrate my project to unreal 5.7
-Clear tmp folders (Binaries, Intermediate, DerivedDataCache)
-Using ‘Visual Studio Installer’ I downgrade MSVC to 14.38.33145 (I faced some issue when trying to use suggested 14.44.35207)
-Delete or backup your old .vscode folder (you might in some case want to keep your settings.json)
-Right click generate ‘generate project files’ on the .uproject. This should regenerate the .vscode folder
-In VSCode double click the (…).code-workspace, it will setup properly the new version of .vscode

and now my intellisense is mostly working (For example, Actor methods are now detected).

If this can help, here is my settings.json (compatiable with VSCode 1.106.1, not fully tested, mainly I just want format on save, maybe I have too much settings here…).

{
    "C_Cpp.default.compilerPath": "E:/Program Files/Microsoft Visual Studio/2022/Community/VC/Tools/Llvm/x64/bin/clang.exe",
    "C_Cpp.default.clang_format_path": "E:/Program Files/Microsoft Visual Studio/2022/Community/VC/Tools/Llvm/x64/bin/clang-format.exe",
    "clang-format.executable": "E:/Program Files/Microsoft Visual Studio/2022/Community/VC/Tools/Llvm/x64/bin/clang-format.exe",
    "C_Cpp.codeAnalysis.clangTidy.enabled": true,
    "C_Cpp.codeAnalysis.clangTidy.path": "E:/Program Files/Microsoft Visual Studio/2022/Community/VC/Tools/Llvm/x64/bin/clang-tidy.exe",
    "editor.formatOnSave": true,
    "C_Cpp.intelliSenseEngine": "default",
    "C_Cpp.clang_format_style": "{ BasedOnStyle: LLVM, ColumnLimit: 200 , IndentWidth: 4, UseTab: Never}"
}

Ah, I’m using clangd with emacs, so I absolutely need the clang database.

I solved the problem, though.

I don’t know what’s changed, but if you grab the source off of github and copy the libpasdirectory from there into your own project and clean build the editor, whatever manifest deployment that’s necessary will happen, and after that GenerateClangDatabasemode will work.

Update: The command ran but wrote out an empty file, so actually, I’m still stuck.

Update 2: Using the -NoExecCodeGenActionsflag breaks things for some reason, but it looks like it’s unnecessary anyway. Generating the whole compile_commands.jsononly took a few seconds.

1 Like

Forget that.

The real solution to get intellisense data.

One of the following options:

  • In terminal run: <UE_Install_Dir>\Engine\Binaries\DotNET\UnrealBuildTool.exe -projectfiles -project=“.uproject” -game -rocket -progress -compile

or

  • In terminal run: <UE_Install_Dir>\Engine\Binaries\DotNET\UnrealBuildTool.exe -projectfiles -project=“.uproject” -game -rocket -progress

or

  • Right Click on your .uproject and click “Generate Visual Studio Project Files”

My personnal recommendation (so it will run intellisense after each save):

"editor.formatOnSave": true,
"C_Cpp.intelliSenseEngine": "default",
"C_Cpp.clang_format_style": "{ BasedOnStyle: LLVM, ColumnLimit: 200 , IndentWidth: 4, UseTab: Never}",
"emeraldwalk.runonsave": {
	"commands": [
		{
			// Run whenever any file is saved
			"match": ".*\\.(cpp|h)$",
			"cmd": "E:/epic/UE_5.7/UE_5.7/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe -projectfiles -project=\"E:/Unreal Projects/VSTutoRetry/VSTutoRetryProj/VSTutoRetryProj.uproject\" -game -rocket -progress"
		}
	]
}

Or a another approach check:
(english): https://www.youtube.com/watch?v=XM-EhECe-ew&feature=youtu.be
(french): https://www.youtube.com/watch?v=fjJt3BElP7Y&feature=youtu.be