The following modules are missing or build with a different engine version

Your build file has a different name than your project

From the message the compiler expects to find a project build file class called MoHttp that derives from ModuleRules

So something like this:

public class MoHttp: ModuleRules
{
	public MoHttp(ReadOnlyTargetRules Target) : base(Target)
	{
        }
}

Did you copy a build file from another project and forget to rename it’s internals?
Because from the earlier errors it would seem like your project name is “Anomalies”

Do a project wide search of MoHttp and see where it’s mentioned in your project files

obraz


It is coming from the MotoricaStudio plugin

So this error is regarding the MotoricaStudio plug-in and not the session plugins.

Do you have it enabled in your uproject?
If so is it in your dependencies?

Yep, it is enabled in uproject:
image

But it was not in my dependencies until now.
Although I still have the error message when running the debugger

Add it to the dependencies then the plugin itself should load up it’s own module on startup.

I added it but how can it load on startup if I can’t start the project?
Also is it normal that I don’t have any modules in my uproject?
Like this:

The plugins work in a way that each plugin internally has it’s own module and they are the parts loaded at specific times in the engine

for example Advanced session plugin inside of it’s source you have
AdvancedSessions.h and it’s counterpart cpp file

inside of the cpp file you see it’s startup methods and the module that it implements (final line)

//#include "StandAlonePrivatePCH.h"
#include "AdvancedSessions.h"

void AdvancedSessions::StartupModule(){}
 
void AdvancedSessions::ShutdownModule(){}
 
IMPLEMENT_MODULE(AdvancedSessions, AdvancedSessions)

Your uproject should include the plugins

Something like this

{
	"FileVersion": 3,
	"EngineAssociation": "5.3",
	"Category": "",
	"Description": "",
	"Modules": [
		{
			"Name": "AdvSteamProj",
			"Type": "Runtime",
			"LoadingPhase": "Default"
		}
	],
	"Plugins": [
		{
			"Name": "ModelingToolsEditorMode",
			"Enabled": true,
			"TargetAllowList": [
				"Editor"
			]
		},
		{
			"Name": "AdvancedSteamSessions",
			"Enabled": true
		},
		{
			"Name": "AdvancedSessions",
			"Enabled": true
		}
	]
}

You do not specify the modules from the plugins, but the plugins themselves.

You CAN make your own modules in your project to separate code, but that is a different subject all together. It’s more for isolating code and making it reusable.

Yes the plugins are there I was just curious if there should be a modules section or not

The only modules should be your project name and other sub modules if you decide to create them.
Having the plugins isn’t enough, if you reference them in code the you add their modules in the dependencies of the build cs file

the plugin’s main file that has the same name as the plugin has the module name.
So maybe go into the main file of the studio plugin and check it’s module name?
Then you can add it to the dependencies in your build file and it may start up correctly, or turn off it’s plugin in the uproject files.

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I just disabled the plugin and now the project started. I don’t think that I’ve used this plugin in the game maybe I had in because I wanted to but at the end we found another solution without this plugin. I hope there won’t be another problem in the next couple days. Thank you for everything man, you are awesome!

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Glad you’re not stuck on a bad loading screen :slight_smile:
Happy coding

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