Packaging fails because of platform issues of the plugin (UE 5.3; Windows)

Hello,

I created a plugin using third party libraries that includes a blueprint, all written in c++.

If I simulate it in UE 5.3 it works fine. If I want to build it I get the following error information in the logs:

UATHelper: Cooking (Windows): LogCook: Error: [AssetLog] xyz\TileOrder.uasset: Failed to cook /Game/LinGraph/floor/TileOrder for platform Windows. It imports class /Script/TESTCURL.TESTCURLBlueprint, which is in a module that is not available on the platform.
PackagingResults: Error: [AssetLog] xyz\TileOrder.uasset: Failed to cook /Game/LinGraph/floor/TileOrder for platform Windows. It imports class /Script/TESTCURL.TESTCURLBlueprint, which is in a module that is not available on the platform.

The plugin with 3rd Party libraries and the blueprint is TESTCURL. TileOrder is a normal Blueprint Class (Actor).

How can I tell UE 5.3 to treat the model as for the windows plattform? The module has only windows libraries and also runs under windows if simulated.

You probably have to include your external dependency in you Build.cs file, like this…

Thank you for the reply. My build file looks the same. Unfortunately it did not work.

Is there any setting where I can tell the build system to explicitly build the plugin for Windows?

Finally I found the error: The third party DLL was not automatically copied into the Binary folder of the plugin.

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.