After some of trial and error i stumbled across a solution that worked for me, by looking at the difference between a pure blueprint .uproject file and one that is associated with c++ files.
Posting it here in case someone else needs this.
After deleting the Binaries folder, Source folder and .vs folder, open the .uproject file with notepad ( i used NotePad++ ) and remove the “Modules” section.
I went from this:
{
"FileVersion": 3,
"EngineAssociation": "4.23",
"Category": "",
"Description": "",
"Enterprise": true,
"Modules": [
{
"Name": "xxxxxxxxxxx",
"Type": "Runtime",
"LoadingPhase": "Default"
}
],
"Plugins": [
{
"Name": "xxxxxxxxxxx",
"Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx"
}
]
}
to this:
{
"FileVersion": 3,
"EngineAssociation": "4.23",
"Category": "",
"Description": "",
"Enterprise": true,
"Plugins": [
{
"Name": "xxxxxxxxxxx",
"Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx"
}
]
}
The uproject file after this loaded up without any problems, and the c++ compile button is gone.