Compilation Status:
The plugin compiles successfully on my local machine across multiple environments (always after deleting Binaries/Intermediate folders):
Via Command Line:
BuildPlugin -Plugin -Rocket -VS2022 succeeds in all environments.
Editor → Edit → Plugins → Package succeeds in all environments.
Unreal Engine Versions:
Engine Source Builds (Compiled from GitHub Source):
UnrealEngine-5.5.3-release: Successful
UnrealEngine-5.3.2-release: Successful
Epic Games Launcher (Official Release versions):
C++ Projects (VS2022 integration):
5.5.4: Successful
5.3.2: Successful
C++ Projects (Launching via .uplugin):
5.5.4: First compilation attempt crashes during “Starting build” but generates Binaries/Intermediate. Second attempt skips compilation and launches the editor successfully.
5.3.2: Same behavior as above.
Blueprint Projects (Launching via .uplugin):
5.5.4: Fails with error: “Engine modules are out of date and cannot be compiled while the engine is running. Please build through your IDE.”
5.3.2: First attempt crashes but generates Binaries/Intermediate. Second attempt launches editor successfully.
Questions for Fab Support:
Could you clarify the exact compilation environment/tools used by your review team (Engine version, compiler version, build workflow)?
Will the initial compilation crash (followed by secondary success) cause rejection during plugin review?
What might be causing this first-time crash behavior when launching via .uplugin in C++/Blueprint projects?
Crash screenshot
“The error ‘Engine modules are out of date and cannot be compiled while the engine is running. Please build through your IDE’ occurs because the system keeps unnecessarily recompiling CaptureDataUtils - even though I haven’t made any modifications to this module.”
my module"GXNiagaraRenderExtension, GXNiagaraRenderExtensionShader,GXNiagaraRenderExtensionEditor,GXNiagaraExtension"
Error:
Unhandled exception: ArgumentNullException: Value cannot be null. (Parameter ‘element’)
at System.ArgumentNullException.Throw(String paramName)
at System.Attribute.GetCustomAttributes(MemberInfo element, Type attributeType, Boolean inherit)
at System.Reflection.CustomAttributeExtensions.GetCustomAttributes[T](MemberInfo element)
at UnrealBuildTool.ModuleRules.IsValidForTarget(…)