1> Result: Failed (OtherCompilationError)
1> Total execution time: 33797.48 seconds
1> Trace written to file E:\UnrealEngine\Engine\Programs\UnrealBuildTool\Trace.uba with size 5.0mb
1>C:\Program Files\Microsoft Visual Studio\18\Community\MSBuild\Microsoft\VC\v180\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "..\..\Build\BatchFiles\Build.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild -architecture=x64" exited with code 6.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
========== Build completed at 12:12 PM and took 09:23:28.886 hours ==========
Summary
1>E:\UnrealEngine\Engine\Source\ThirdParty\nvtesslib\inc\nvtess.h(154,1): fatal error C1083: Cannot open include file: 'hash_map': No such file or directory
1> #include <hash_map>
I’m compiling an Unreal Engine 5.8 source code using Visual Studio 2026. After compiling for a few hours, I’m getting the following error:
E:\UnrealEngine\Engine\Source\ThirdParty\nvtesslib\inc\nvtess.h(154,1): fatal error C1083: Cannot open include file: 'hash_map': No such file or directory
#include <hash_map>
Is UE 5.8 expected to be compatible with Visual Studio 2026, or is this a compatibility issue with nvtesslib?
With MSVC 14.51, it seems that <hash_map> is no longer available (or at least not where that code expects to find it). It seems that this code hasn’t been updated when the compiler changed.
I’m getting rid of the platform-specific code like #if PLATFORM_MAC || PLATFORM_LINUX, which I understand was for legacy systems, and if not, then to keep it.
I’m getting a bit tired of having to look up every little thing for the new version. If you’re going to set a version that’s compatible with “VS 2026,” one bad synchronization with Microsoft and you’ll leave us developers out of the game. Please, a little more professionalism.