I’ve read the other questions about this topic, and haven’t found a solution.
The error message from the build is:
Creating makefile for CMZUnreal (no existing makefile)
Total execution time: 1.03 seconds
Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
(referenced via Target -> CMZEditor.Build.cs -> Blutility.Build.cs -> MainFrame.Build.cs -> Documentation.Build.cs)
Took 1.12s to run dotnet.exe, ExitCode=8
CMZEditor is my editor module. I’m not sure why it’s trying to use the editor module when I’m trying to use the platform launcher.
I’m not using any editor modules in my game module.
I have an editor module, but it’s marked as such in the uproject.
The .uproject modules section is:
"Modules": [
{
"Name": "CMZUnreal",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine"
]
},
{
"Name": "CMZEditor",
"Type": "Editor",
"LoadingPhase": "Default"
}
],
The game module’s dependencies are:
PublicDependencyModuleNames.AddRange(new string[]
{
"Core",
"CoreUObject",
"Engine",
"InputCore",
"EnhancedInput"
});
PrivateDependencyModuleNames.AddRange(new string[] {
"GeometryCore",
"GeometryFramework",
"UMG",
"DeveloperSettings",
"RenderCore"
});
The editor module’s dependencies are:
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"InputCore",
"Blutility"
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"UnrealEd",
"EditorFramework",
"AssetRegistry"
}
);