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

It happened to my for an unknown reason. Regenerating the VS files did not helped.
However a full clean/rebuild did the trick.

How did you edit it? I am getting a similar mesage.

-There is no ā€œModulesā€ on my .uproject. This is the only text when I open the file:

{
ā€œFileVersionā€: 3,
ā€œEngineAssociationā€: ā€œ5.3ā€,
ā€œCategoryā€: ā€œā€,
ā€œDescriptionā€: ā€œā€
}

-This is the message I am getting:

The following modules are missing or built with a different engine version:

MagicBulletLooks
MagicBulletLooksEditor

Engine modules cannot be compiled at runtime. Please build through your IDE.

-I first got it on files that someone else send to me but now I am also getting it on a project that I created and had been working on. I try to open it today to keep working on it but I get that message and it wont open.

Any suggestions?

It worked!!!

Im 2 years late but im on 5.4 and just encountered same problem. Im a newbie and was hoping you could provide a step by step? Also, when you say ā€œ.uprojectā€ do you mean My project Im working on or is .uproject a term for something else in unreal? Thank you in advance!!! Warm Regards, Beanz

I“ve found a solution that worked for me. I hope that helps:

For anyone finding this, I do not recommend deleting the modules section of the project file, as it can make the project completely unable to compile (and putting it back in can be a bit of a pain as well, I literally had to create a duplicate project in another part of my hard drive to copy the modules section from in order to even get the original project to read again). In other words, if there’s no module definition then it can’t create the module; however, the module is failing to compile because of an unknown error. Next thing you know, you end up with a very annoying matter of chickens and eggs.

In my case, it ended up being an SDK issue which required a system restart to properly detect. (Can’t be any more specific for reasons, but what I can say is that it’s always worth checking every single prerequisite to make sure that something didn’t get borked, even if it’s not a direct part of the Unreal code.)