Plugin failed to load because module could not be found

Hey, I’m the creator of EpicLeaderboard
I’m trying to get the plugin ready for UE 4.25 and everything works as long as you stay in the editor
but as soon as the project gets packaged and run it fails with this error message,

317135-failedtoload.png

I’ve encountered this error previously and it was due to missing "Installed": true in the .uplugin file

however this time I have no clue as to why its not working,
it must be because of some changes in 4.25

the entire source code for the project is on github, just download it and give it a try yourself
[GitHub][2]

Any help is appreciated

3 Likes

Figured it out, its a UE4 bug introduced in either 4.24 or 4.25
to build and include the plugin with the package you must have a C++ source file in your project otherwise the plugins are going to be excluded.

So to fix it just add a dummy C++ class to your project close UE4, delete Intermediate, Build and Binaries folders
and reopen the project.

2 Likes

Agree. My solution is the same as yours: convert BP project to C++ project. Or just put plugin under Engine\Plugins folder.

Hello, this fixed it for me by deleting everything in <our project>.uproject and restarting editor. That forced opened project selector … and stopped with the errors. Reverted the changes and now it’s all good.

Hello, I also have the same problem, the packaging is smooth, but after running the program it says that the plugin cannot be found. The plugins we use are different, see your post, how exactly did you solve it? Can you tell us more about it?
2

1 Like

i have the same issue

You can actually just right click on your .uproject and tell it to open the selector.

As they said, it’s a bug with blueprint only projects. Just go to File - New C++ Class and choose none as the base. This will fix the issue.