# Packaging failed, how to find which file is refferencing 'UnrealEd'?

**URL:** <https://forums.unrealengine.com/t/packaging-failed-how-to-find-which-file-is-refferencing-unrealed/561943>\
**Category:** Platform & Builds\
**Tags:** unreal-engine, UE5-0, Packaging, question\
**Created:** [May 20, 2022, 12:29pm UTC](https://forums.unrealengine.com/t/packaging-failed-how-to-find-which-file-is-refferencing-unrealed/561943 "2022-05-20T12:29:36Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![laggyluk](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@laggyluk](https://forums.unrealengine.com/u/laggyluk)\
**Post date:** [May 20, 2022, 12:29pm UTC](https://forums.unrealengine.com/t/packaging-failed-how-to-find-which-file-is-refferencing-unrealed/561943/1 "2022-05-20T12:29:37Z")

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Iget this error when trying to package: \> UATHelper: Packaging (Windows): ERROR: Unable to instantiate module ‘UnrealEd’: Unable to instantiate UnrealEd module for non-editor targets.

> UATHelper: Packaging (Windows): (referenced via Target → Nemo.Build.cs → BlueprintGraph.Build.cs → KismetCompiler.Build.cs)

I have a bunch of cpp files in project, glanced through all of them and none references the ‘UnrealEd’ directly, nor the \*.Build.cs, how do I find the culprit? Even tried copying all the source and plugins to empty project but then it packages fine so I guess this is somehow blueprint related.

```
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Paper2D", "NavigationSystem", "AIModule", "Landscape", "GameplayTags", "UMG" }); PrivateDependencyModuleNames.AddRange(new string[] { "Water", "Slate", "SlateCore"});

```

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**Author:** ![Polite\_Muon](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Polite\_Muon](https://forums.unrealengine.com/u/Polite_Muon)\
**Post date:** [May 21, 2022, 10:17pm UTC](https://forums.unrealengine.com/t/packaging-failed-how-to-find-which-file-is-refferencing-unrealed/561943/2 "2022-05-21T22:17:34Z")

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Thank you for posting this question.

A good start would be to look through your logs and see if there are any lines that pertain to anything being “Editor Only”.

As stated by Original Poster [here](https://forums.unrealengine.com/t/unable-to-instantiate-unrealed-module-for-non-editor-targets/150048/3).

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<div class="post-metadata">

**Author:** ![laggyluk](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@laggyluk](https://forums.unrealengine.com/u/laggyluk)\
**Post date:** [May 25, 2022, 1:26pm UTC](https://forums.unrealengine.com/t/packaging-failed-how-to-find-which-file-is-refferencing-unrealed/561943/3 "2022-05-25T13:26:13Z")

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there are exactly zero hints besides

> (referenced via Target → Nemo.Build.cs → BlueprintGraph.Build.cs → KismetCompiler.Build.cs)

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<div class="post-metadata">

**Author:** ![laggyluk](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@laggyluk](https://forums.unrealengine.com/u/laggyluk)\
**Post date:** [May 26, 2022, 10:23am UTC](https://forums.unrealengine.com/t/packaging-failed-how-to-find-which-file-is-refferencing-unrealed/561943/4 "2022-05-26T10:23:30Z")

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for some reason the .uproject had this thing attached:

> “Modules”: [  
> {  
> “Name”: “Nemo”,  
> “Type”: “Runtime”,  
> “LoadingPhase”: “Default”,  
> “AdditionalDependencies”: [  
> “Engine”,  
> “AIModule”,  
> “BlueprintGraph”  
> ]

and for no good reason, after removing those dependencies packaging worked
