UE4.23 Blueprint Project Requires Visual Studio to Package?

Whenever I click on “Package Project” - “Windows 10 (64bit)” Unreal Engine redirects me to Visual Studio download site (opens in my default browser). I purchased Visual Studio 2019 Professional, and followed the Unreal Engine Visual Studio installation guide. After I fully installed it and followed everything in the guide, I kept getting a weird error whenever I start packaging the game. I’m really tired of this and I’m not supposed to be using Visual Studio in any way. I do NOT have any C++ files in my project. I was able to package my project before, and I literally just changed how a map/level looks like and didn’t add any assets or create any new things.

Note: I will be leaving in the comments the error message I mentioned before from the output log.

First Half Of The Error Message

UATHelper: Packaging (Windows (64-bit)): --------------------Project: Env_0---------------------------------------------

UATHelper: Packaging (Windows (64-bit)): ** For Deadly_Night-Win64-Shipping

UATHelper: Packaging (Windows (64-bit)): Default.rc2 (0:00.35 at +0:00)

UATHelper: Packaging (Windows (64-bit)): SharedPCH.Core.cpp (0:06.28 at +0:00)

UATHelper: Packaging (Windows (64-bit)): Deadly_Night.cpp (0:01.20 at +0:06)

UATHelper: Packaging (Windows (64-bit)): SharedPCH.Engine.cpp (0:59.06 at +0:00)

UATHelper: Packaging (Windows (64-bit)): Module.AdvancedSteamSessions.gen.cpp (0:13.93 at +0:59)

UATHelper: Packaging (Windows (64-bit)): Module.AdvancedSteamSessions.cpp (0:14.31 at +0:59)

UATHelper: Packaging (Windows (64-bit)): Module.AdvancedSessions.gen.cpp (0:18.00 at +0:59)

UATHelper: Packaging (Windows (64-bit)): Module.AdvancedSessions.cpp (0:19.70 at +0:59)

UATHelper: Packaging (Windows (64-bit)): Deadly_Night-Win64-Shipping.exe (0:07.00 at +1:18)

UATHelper: Packaging (Windows (64-bit)): osdCPU.lib(level.obj) : fatal error LNK1190: invalid fixup found, type 0x0016

UATHelper: Packaging (Windows (64-bit)):

UATHelper: Packaging (Windows (64-bit)): Error executing G:\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.20.27508\bin\HostX64\x64\link.exe (tool returned code: 1190)

UATHelper: Packaging (Windows (64-bit)): ---------------------- Done ----------------------

UATHelper: Packaging (Windows (64-bit)):

UATHelper: Packaging (Windows (64-bit)): Rebuild All: 0 succeeded, 1 failed, 0 skipped

UATHelper: Packaging (Windows (64-bit)):

UATHelper: Packaging (Windows (64-bit)): Took 86.332945s to run xgConsole.exe, ExitCode=1

One way to be sure is to make a new project, and try packaging that. It that works, it will be something you added since…

I actually got some from the market place recently, but didn’t add them to the project or install them to Unreal Engine.

I will try that now.

Second Half Of The Error Message

UATHelper: Packaging (Windows (64-bit)): BUILD FAILED: Command failed (Result:1): G:\Program Files (x86)\IncrediBuild\xgConsole.exe “C:\Users\mosta\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Unreal+Engine+UE_4.23\UAT_XGE.xml” /Rebuild /NoLogo /ShowAgent /ShowTime /no_watchdog_thread. See logfile for details: ‘xgConsole-2020.08.08-15.50.50.txt’

UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)

UATHelper: Packaging (Windows (64-bit)): BUILD FAILED

PackagingResults: Error: Unknown Error

This is what ‘xgConsole-2020.08.08-15.50.50.txt’ contains:

--------------------Project: Env_0---------------------------------------------

For Deadly_Night-Win64-Shipping

Default.rc2 (0:01.34 at +0:00)

SharedPCH.Core.cpp (0:10.73 at +0:00)

Deadly_Night.cpp (0:01.85 at +0:11)

SharedPCH.Engine.cpp (1:34.59 at +0:00)

Module.AdvancedSteamSessions.gen.cpp (0:32.28 at +1:35)

Module.AdvancedSteamSessions.cpp (0:32.50 at +1:35)

Module.AdvancedSessions.gen.cpp (0:36.17 at +1:35)

Module.AdvancedSessions.cpp (0:38.53 at +1:35)

Deadly_Night-Win64-Shipping.exe (0:21.95 at +2:13)

osdCPU.lib(level.obj) : fatal error LNK1190: invalid fixup found, type 0x0016

Error executing G:\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.20.27508\bin\HostX64\x64\link.exe (tool returned code: 1190)

---------------------- Done ----------------------

Rebuild All: 0 succeeded, 1 failed, 0 skipped

Do you have any plugins enabled? That will cause this sort of effect.

I have only built-in plugins

Ok, no marketplace stuff like Extended blueprint tools?

I created a new project, and it packaged it fine. Now I don’t understand what is wrong with my project. I swear I didn’t add any kind of code to it.

Oh, there is the Advanced Steam Blueprint Plug-in, but when I disabled it noting happened.

Ok, did you use it anywhere?

It was supposed to be there to make my game supported by Steam features (e.g. Steam DRM protection, Steam Overlay, etc.).

Well, like I say, this is the only thing I’ve had that triggers this effect. Enabling plugins.

Maybe compare the plugins list between the two…

I’m near to packaging for steam, but haven’t quite got there to be frank. So don’t know much about this part.

So you add the plugin, but never actually call anything from it?

In order to use DRM tool and Steam Overlay, yes. Anything else like Achievements or Steam Inventory, etc. That requires you to modify some stuff.

I guess there might be something that needs copying across from Valve, like precompiled files etc. But I’m just guessing now… :-/

Maybe try enabling this plugin on the new project, see if you get the same problem there. If not, there’s no point in investigating further…

I honestly don’t know how they do most of these stuff, but if it’s going to stop me from releasing my game’s second update, then I rather not use their features.

So, it’s incredibuild?

Idk, I don’t understand anything in this output log because it’s all Visual Studio stuff. Before it was like “Blueprint compile error, etc etc etc.”. Now it’s all different and hard to understand, and Idk what does (tool returned code: 1190) mean.