UE 5.3.2 source requires rebuild after every Win11 restart.

Hi all. I am trying to use a UE5.3.2 source build from Github, but I cannot open blueprint projects after restarting my computer. My best guess is that the binaries are being deleted or not properly stored and are cleaned on restart.

Whenever I try to run the editor (UE5.sln) with a debugger, I get this line in the build log:
Creating makefile for UnrealEditor (no existing makefile)
Then it runs 5103 build tasks, rendering my computer useless for 1-2 hours.

This is what is in my Blueprint Project’s log whenever I try to run it after restarting, with zero error messages prior.

LogInit: Warning: Incompatible or missing module: OptimusSettings
LogInit: Warning: Incompatible or missing module: OptimusCore
LogInit: Warning: Incompatible or missing module: OptimusDeveloper
LogInit: Warning: Incompatible or missing module: OptimusEditor
LogInit: Warning: Incompatible or missing module: CommonUI
LogInit: Warning: Incompatible or missing module: CommonUIEditor
LogInit: Warning: Incompatible or missing module: CommonInput
LogInit: Warning: Incompatible or missing module: ComputeFramework
LogInit: Warning: Incompatible or missing module: ComputeFrameworkEditor
LogInit: Warning: Incompatible or missing module: HairStrandsCore
LogInit: Warning: Incompatible or missing module: HairStrandsRuntime
LogInit: Warning: Incompatible or missing module: HairStrandsEditor
LogInit: Warning: Incompatible or missing module: HairCardGeneratorFramework
LogInit: Warning: Incompatible or missing module: NiagaraFluids
LogInit: Warning: Incompatible or missing module: GeometryFlowCore
LogInit: Warning: Incompatible or missing module: GeometryFlowMeshProcessing
LogInit: Warning: Incompatible or missing module: GeometryFlowMeshProcessingEditor
LogInit: Warning: Incompatible or missing module: Landmass
LogInit: Warning: Incompatible or missing module: LandmassEditor
LogInit: Warning: Incompatible or missing module: MeshLODToolset
LogInit: Warning: Incompatible or missing module: PhysicsControl
LogInit: Warning: Incompatible or missing module: PhysicsControlEditor
LogInit: Warning: Incompatible or missing module: StaticMeshEditorModeling
LogInit: Warning: Incompatible or missing module: BlueprintMaterialTextureNodes
LogInit: Warning: Incompatible or missing module: ModelingToolsEditorMode

The UnrealEditor binary still exists and runs, and C++ projects can run without building thousands of files. This does not happen with my 4.27.2 source build.

I’m not entirely sure if it is a bug, but I’m also not entirely sure if it is something I’m doing wrong/not doing.
Thank you everyone for your help.

I found a reason for the missing/different engine ver. modules, the BuildID in the .modules file is different from my editor BuildID. All modules and their .dlls exist, but I am unsure why the editor is changing its BuildID…
Maybe it’s re-building/changing the editor’s BuildID whenever I restart Win11 (on first launch of UE5)?

hi @MrDeblasio1 ,
Windows 11 changes the protection of files due to its enhanced security.
This is the same problem as Install Epic Fortnite UEFN(based on UE5.5)
The installation has to be done on Windows 11 using “Run As Administrator”

MS won’t acknowledge or change this.
That is why most EPic documentation refers to Windows 10 22H2 at most

Hi, thanks for the reply. Do you mean I have to run VS and build UE5 as admin?

hi @MrDeblasio1
Well never tried that but this might work, never tried building source on Win 11.