project killing errors but no errors

I’m building a project heavely in c++ everything is going fine. the code is compiling in visual studio as well as the editor, everything is good. Somehow an error occurs. No problem I’ll just backtrack. There aren’t any mistakes, strange. I’ll revert the code to a previous accepted state. It still wont compile. I select use “last successful build” and make it back to the editor. but the output log also shows no errors, accept I’m getting a strange message: " No PDB file found for module UnrealEditor … Live coding will be disabled for this module"

And the project is dead. you might be thinking “well they must have missed a mistake”. I don’t think so, Im pretty certain. I’ve tried rebuilding the solution, I’ve tried rebuilding the project files, nothing works. I’ve been programming in unreal for 3 years and never had these issues and all the sudden they keep happening. am I going senile?

There’s not much info to go off of, when you say “an error occurs” what kind of error ? Also where it won’t compile, do we have any compilation errors ?

If you’re not using unreal from source try verifying the installation from the epic launcher see if it can fix any issues.

Another issue might be the MSVC version you’re using, latest UE5 recommends using a certain version I think it was 14.38

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No compilation errors, no errors that I can see? (I’m not formally educated in visual studio I might plumb miss some otherwise obvious diagnostics), just a popup window:

Screenshot 2024-10-18 202237

no errors in the output log when recompiling through the editor either. Previously for me the in editor recompiler has always caught every error, or if it slips by the recompiler it will crash the editor when I go to play the build. At which point I use breakpoints in VS to hunt down the error. I’ve never had errors like these, where they don’t show up in the in editor recompile, but cause VS to fail to compile.

I just updated my unreal engine version if thats what your saying, I’m getting this problem with both UE version 5.3.2 and 5.4.4 I dont think its the engine

I don’t know if this is MSVC 14.38 but I would assume so:

I’m getting all kinds of funny business. when I got back into my project to respond it worked! but then I tried to re-enable live coding and it broke again. Thank you kaidoom! it’s nice to talk to somebody about this

Hi there @lazyFrond! I recall seeing that popup in VS before. I pulled a Google search and found a thread where some people were discussing it. (This is a third party link and not directly from Epic. But, it may be helpful for you) visual studio - Would you like to continue and run the last successful build? - Stack Overflow

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That popup is telling you something is wrong in some C++ code. When you get that popup select No and then go to the output log or the error list and see where the issue is, if you can post those errors I can try to help.

Here’s a quick video showing an example on purpose so I can get the same popup.
If you don’t see the output log or error list you should find them in View option shown in the video. When selecting the error list make sure to filter by build errors only.

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Hey there!

Could you try rebuilding the whole project? I have seen some issues before related to the use of LiveCoding since it just patches somehow the running editor. Sometimes it just makes a mess, so the best approach is to eventually launch a clean build.

For this, in Visual Studio you can go to Build->Rebuild.

If the issue still persists, try deleting the Binaries and Intermediate folder (maybe Saved too). This should fix the issue if you don’t have any actual errors.

Let me know if that works for you!

Cheers,
David

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I’ve saw this happen before as well, @dacabad. Good call!

@dacabad that’s what is so strange. I don’t have any actual errors, but the visual studio compiler will fail to compile inexplicably. Its hard to explain because it takes different forms. for example:

UCLASS()
class AMyGameModeBase : public AGameModeBase
{
	GENERATED_BODY()
	
public:
	AMyGameModeBase();
};

while using the above code I will get an error “error C2084: function AMyGameModeBase already has a body”. This error occurs when you try to use a constructor like “AMyGameModeBase::AMyGameModeBase()” in a .cpp file but you forgot to declare it in the .h file. As you can see I did declare the constructor in the .h file, and the same block of code had been working just fine for the past year.

At this point if I try rebuilding the solution, or regenerating the project files I get that message “cannot rebuild, try rebuilding manually from source”

david when your in visual studio do you us “clean solution” and “rebuild solution” alot? I can get one version of my project to work temporarily. when I attempt to “rebuild solution”, while everything should be working, I get this message:
========== Rebuild All: 48 succeeded, 1 failed, 1 skipped ==========
is it normal in a fully functional project to have some components of the rebuild fail or be skipped?

@KaidoomDev whenever I look at the error list it’s always full of errors. I just go by what the recompiler through the editor has to say. Do you do the same?
for example this:

compiles like this:

these pictures were taken in an entirely new project. I could try to show you some of the errors from the “totally broken” project version but like I was telling decabad they don’t make any sense.

Even in this new project, in a different engine version, if I continue trying to rebuild eventually the problems spring up again: specifically the code fails to compile in visual studio but when I go into the in editor recompiler the output log shows an error which doesn’t make any sense, or doesn’t show any error but cannot link.

Hi @FrostyJas! I read that article I actually like “running the last successful build” I usually use the in editor recompiler to get exact diagnostics I can’t find otherwise.
Do you do things differently?

I almost always use it too, honestly.

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Update: the problem is not fixed, but I have achieved a work around:

1: rebuild the entire project in a new engine version
2: never open the editor through the visual studio debugger

this works okay for now because I don’t need to do any particularly heavy programming. As long as the editor can still package I should be okay (it can, and packaged projects upload to steam and run successfully).

Ill keep trying to find a solution. Whatever gear broke it was probably just some tiny little wrench what dun it

Thanks for the update! I’ll bookmark this post in case I come across someone who resolves it. If so, I’ll post the solution over. I’m glad that you found a temporary work around. Thank you for sharing!

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Hey! Sorry for the delay

Hmmm, at this point, I am not sure what is going on there. Is there any chance you can share the project or at least a sample project where we can repro this issue?

I am pretty sure this could be a very minor syntax mistake somewhere, so that would help a lot to figure out what is going on!!

Cheers,
David

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