Packaged Project Does Not Launch, Saying Dependency Is Missing

I have a basic Unreal Engine 5.4 project that is using a custom plugin. I have attached the .uproject and the .uplugin file. When I package the project and try to run the resulting executable I get the following error:

LogPluginManager: Error: Unable to load plugin 'MultiUserClient'. It was requested by Enabled plugins in .uproject for , but it has a dependency that is missing on disk. The missing dependency is ConcertClientSharedSlate (ReferenceChain: MultiUserClient -> ConcertClientSharedSlate).I’ve attached the full log as well. What am I doing wrong here ? I can run the project just fine using something like this:

UnrealEditor.exe MyProject.uproject -gameBut I get all these dependency errors when trying to run the packaged exe. I tried a solution I found online where it was supposed to force build these dependencies with the project but that did not work. Any help would be appreciated, thanks.

Steps to Reproduce

Hi Josh,

I tried to reproduce on my end without success. I activated both ConcertSyncClient and MultiUserClient from my uproject and it runs fine. Can you please share the following?

  • Package the project once more and grab the UAT logs. Please zip the folder
    • Custom build: Engine\Programs\AutomationTool\Saved\Logs
    • Launcher build: C:\Users\USERNAME\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.4
  • The plugin manifest for the cook: <PROJECT>\Intermediate\Staging\Win64

Regards,

Martin

It actually seems to be working now I’m not really sure what changed

Hi Josh,

The call to StageAdditionalDirectoriesFromConfig is related to some project settings. Can you check in DefaultGame.ini? There should be an entry named “DirectoriesToAlwaysStageAsUFS” whose “Path” attribute is empty. You should delete that line.

;I can reproduce the problem if I package with this in DefaultGame.ini +DirectoriesToAlwaysStageAsUFS=(Path="")

Let me know if that helps,

Martin

Can you share the project so I can debug it? I can make the case private if required.

Hi Josh,

The link ends up pointing on my Google Drive. Can need to set the folder\file up for Sharing in the options. Please share a zip file. Some customers upload their project folder and it’s really long to download as GDrive will create a zip file of the folder before the download starts.

Martin

It seems like if I go into the plugins menu and just enable a random plugin then it starts working. Is there some way to trigger whatever is going on there automatically ?

Hi Josh,

I’m missing some dll so the editor it not launching. The good news is that I don’t think I need it to unblock you. There seems to be a bug in the system that decides if a custom exe is needed for the package. The RenderStream plugin contains source code and also activates other plugins that have source code. A custom linked exe is required for the package because of this.

Enabling a random plugin (it needs to contain code) or adding an empty source file does trigger the compilation\linking of that runtime executable. I will file a bug report so that we can improve the detection system.

You can add a single empty (None) class to the project to work around the problem.

I should mention that if you plan on packaging the plugin (BuildPlugin tool), this will compile the plugin so it can be dropped under Engine\Plugins\Marketplace in a build from the launcher. This path is known to properly detect the addition of plugins. You should not set the EnabledByDefault attribute to true for such plugin as this is reserved for plugins that are pre-compiled with the engine.

There should be no problems for anyone working from the engine sources.

Martin

Adding any cpp file to the project will trigger the compilation.

The precompiled engine ship with an exe named UnrealGame that embeds all the default plugins. It is used for projects that use the default plugin configuration and do not contain source code. It’s the code that detects the non-default plugin configuration that is failing. Your plugin does contain sources and also activates non-default plugins so it should trigger the compilation of a custom exe.

Nevermind it still doesn’t work. I’m having a different issue now though. After building it as a c++ project the packaging fails saying:

System.ArgumentException: Staged filesystem references cannot end with path separators (BT_Core_UE5_4/Content/)Which I don’t understand because I’m not the one adding that path. I don’t have a log file in Engine\Programs\AutomationTool\Saved\Logs but I do in AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.4. Which is where I got that log from. I’ve attached that and the cook manifest. I really just want to include nDisplay since it is a dependency for my custom plugin.

Here are the logs if I don’t build it as a c++ project and just package it immediately

Unfortunately I don’t have that in my config file. The only thing in there are custom settings we’re saving for the plugin. I’ve attached it below

Sure I made a fresh test project with the same issues. I can’t upload files more than 2GBs on here so I put it on google drvie: https://drive.google.com/drive/home?dmr\=1\&ec\=wgc\-drive\-hero\-goto

Sorry about that: https://drive.google.com/file/d/1azDPYcr7Kqi\-3LzLuO\_D8gSwowoNw343/view?usp\=sharing

Ok interesting thank you. Is there any way to trigger the compilation/linking of the runtime executable on the plugin side without adding a plugin or building from source ?