Hi, I am trying to package a version of a game but have some problems during packaging
[7/8] Link [x64] FPS.exe
Creating library *:\*\FPS\Binaries\Win64\FPS.lib and object *:\*\Blaster\Binaries\Win64\Blaster.exp
MultiplayerMovementComponent.gen.cpp.obj : error LNK2001: unresolved external symbol "public: virtual class FNetworkPredictionData_Client * __cdecl UMultiplayerMovementComponent::GetPredictionData_Client(void)const " (?GetPredictionData_Client@UMultiplayerMovementComponent@@UEBAPEAVFNetworkPredictionData_Client@@XZ)
MultiplayerMovementComponent.gen.cpp.obj : error LNK2001: unresolved external symbol "protecte*: virtual void __cdecl UMultiplayerMovementComponent::UpdateFromCompressedFlags(unsigned char)" (?UpdateFromCompressedFlags@UMultiplayerMovementComponent@@MEAAXE@Z)
MultiplayerMovementComponent.gen.cpp.obj : error LNK2001: unresolved external symbol "protecte*: virtual void __cdecl UMultiplayerMovementComponent::OnMovementUpdated(float,struct UE::Math::TVector<double> const &,struct UE::Math::TVector<double> const &)" (?OnMovementUpdated@UMultiplayerMovementComponent@@MEAAXMAEBU?$TVector@N@Math@UE@@0@Z)
CharacterAnimInstance.cpp.obj : error LNK2019: unresolved external symbol "public: bool __cdecl UMultiplayerMovementComponent::IsSprinting(void)" (?IsSprinting@UMultiplayerMovementComponent@@QEAA_NXZ) referenced in function "private: virtual void __cdecl UCharacterAnimInstance::NativeThreadSafeUpdateAnimation(float)" (?NativeThreadSafeUpdateAnimation@UCharacterAnimInstance@@EEAAXM@Z)
BaseCharacter.cpp.obj : error LNK2001: unresolved external symbol "public: bool __cdecl UMultiplayerMovementComponent::IsSprinting(void)" (?IsSprinting@UMultiplayerMovementComponent@@QEAA_NXZ)
BaseCharacter.cpp.obj : error LNK2019: unresolved external symbol "public: void __cdecl UMultiplayerMovementComponent::Sprint(void)" (?Sprint@UMultiplayerMovementComponent@@QEAAXXZ) referenced in function "public: void __cdecl ABaseCharacter::Sprint(void)" (?Sprint@ABaseCharacter@@QEAAXXZ)
BaseCharacter.cpp.obj : error LNK2019: unresolved external symbol "public: void __cdecl UMultiplayerMovementComponent::StopSprinting(void)" (?StopSprinting@UMultiplayerMovementComponent@@QEAAXXZ) referenced in function "protecte*: void __cdecl ABaseCharacter::AimButtonPressed(void)" (?AimButtonPressed@ABaseCharacter@@IEAAXXZ)
BaseCharacter.cpp.obj : error LNK2019: unresolved external symbol "public: void __cdecl UMultiplayerMovementComponent::Aim(void)" (?Aim@UMultiplayerMovementComponent@@QEAAXXZ) referenced in function "protecte*: void __cdecl ABaseCharacter::AimButtonPressed(void)" (?AimButtonPressed@ABaseCharacter@@IEAAXXZ)
BaseCharacter.cpp.obj : error LNK2019: unresolved external symbol "public: void __cdecl UMultiplayerMovementComponent::StopAim(void)" (?StopAim@UMultiplayerMovementComponent@@QEAAXXZ) referenced in function "protecte*: void __cdecl ABaseCharacter::AimButtonReleased(void)" (?AimButtonReleased@ABaseCharacter@@IEAAXXZ)
*:\*\Blaster\Binaries\Win64\FPS.exe : fatal error LNK1120: 8 unresolved externals
[8/8] WriteMetadata FPS.target cancelled
CompilationResultException: Error: OtherCompilationError
at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute, List`1 TargetDescriptors, ILogger Logger) in *:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 399
at UnrealBuildTool.BuildMode.Build(TargetMakefile[] Makefiles, List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger) in *:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 753
at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments, ILogger Logger) in *:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 248
at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in *:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 599
WriteFileIfChanged() wrote 0 changed files of 36 requested writes.
Timeline:
[ 0.000]
[ 0.000](+16.132) <unknown>
[16.132]
I already checked all the includes on the files and the modules on the *.build.cs file
PublicIncludePaths.AddRange(new string[] { "FPS" });
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });