Hello there @Speed576 !
Investigating your issue through the community, a very similar situation was encountered in three other threads. Please test their solutions for your scenario, hope it helps:
I am trying to build my game and I have the following error:
Unable to instantiate module ‘UnrealEd’: Unable to instantiate UnrealEd module for non-editor targets.
I have parse through the forum and people have found the solution of removing ‘UnrealEd’ from the uproject file, but for me it is not there. It is in the build.cs, but if I remove it, I can no longer compile the editor.
Is it possible to package the game from outside the editor ? Or is it possible to spot easely which one of my scr…
Hello,
My project depends on a plugin, and said plugin depends on “UnrealEd” module.
I need to make it build as Cooked non-Editor Target (e.g. “Shipping”).
In [project].build.cs the plugin module gets included as private dependency.
In [plugin].build.cs the “UnrealEd” module is also getting included as private dependency.
All code written in the plugin that depends on headers from “UnrealEd” is wrapped by #if WITH_EDITOR preprocesor directive.
in [plugin].uplugin the “Type” is set to “Run…
I see this when packaging the project for windows 64 bit.
**Error: **Unable to instantiate UnrealEd module for non-editor targets
I understand this means I must be using something that should be editor use only, but I’m not sure where it’s coming from. I only have two Function Libraries which could be causing this. So I’ll list the headers in those that I’m using:
I have a file that I’m using to clear cookies.
#include "Runtime\WebBrowser\Public\IWebBrowserSingleton.h"
#include "Runtime\W…
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