# RunUAT.bat BuildPlugin - syntax error: identifier '{plugin\_name}'

**URL:** <https://forums.unrealengine.com/t/runuat-bat-buildplugin-syntax-error-identifier-plugin-name/757459>\
**Category:** Programming & Scripting\
**Tags:** build, Code-Plugins, unreal-engine, Plugins, Visual-Studio, CPP, question\
**Created:** [January 26, 2023, 4:15pm UTC](https://forums.unrealengine.com/t/runuat-bat-buildplugin-syntax-error-identifier-plugin-name/757459 "2023-01-26T16:15:35Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![xand449](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@xand449](https://forums.unrealengine.com/u/xand449)\
**Post date:** [January 27, 2023, 2:28pm UTC](https://forums.unrealengine.com/t/runuat-bat-buildplugin-syntax-error-identifier-plugin-name/757459/4 "2023-01-27T14:28:27Z")

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Okay I find out why the plugin wouldn’t compile.

With @RecourseDesign answer’s, I find a previous post [here](https://forums.unrealengine.com/t/plugin-source-with-c-actor-error-during-build/348793) which says:

_…Or this might be also some improper include. You said you place Engine.h in some file, Engine.h should be included in TestPluginPrivatePCH.h as a first include + if you include something else from engine it Engine.h is sometimes ingerented from there_

That was it. I included `Engine.h` in the beginning of my `Ariel.h` header file and the build succeeded. I assume that this wasn’t a problem when compiling through the unreal editor because `Engine.h` was already added the linker by some other unreal script, but it wasn’t the case when packaging the plugin independently.

[https://imgur.com/a/on8q0rL](https://imgur.com/a/on8q0rL)

It’s funny because my IDE (Jetbrain Rider) say that the include is unused but it’s not really the case.

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