I am doing a clean source build of UE 5.2, but I ran into these errors which all have the same code: (MSB3073). The common suggestion I see is to disable Live Coding, but as I am building from source, I don’t see how Live Coding is active. Isn’t it per project?
Just FYI, the Setup and GenerateProjectFiles batch files ran with success.
* 1>Done building project "UE5.vcxproj" -- FAILED.
*1>C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "..\..\Build\BatchFiles\Build.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.
* 5>Done building project "Unsync.vcxproj" -- FAILED.
*5>C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "..\..\Build\BatchFiles\Build.bat Unsync Win64 Development -Project="C:\Program Files\Epic Games\UE_5.2_S\UnrealEngine\Engine\Programs\Unsync\Unsync.uproject" -WaitMutex -FromMsBuild" exited with code 6.
* 12>Done building project "UnrealMultiUserSlateServer.vcxproj" -- FAILED.
*12>C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UnrealMultiUserSlateServer Win64 Development -WaitMutex -FromMsBuild" exited with code 6.
Anyway, I opened the editor and disabled Live Code, but the error persists. If it is a Live Code issue, how can I disable it from within Visual Studio?
…
One other suggestion I saw was to change the file path from UE_5.2_S to UE_5_2_S as the dot might cause problems, (which I tried), but seeing as Epic uses dots on the binary builds from the Launcher, I don’t see how that really matters.
EDIT
I changed the repo path from “C:\Program Files\Epic Games\UE_5_2_S” to “C:\UE_5_2_S”, re-downloaded the engine, ran the bats, etc, and it built without error. The spaces from “Project Files” and “Epic Games” appears to have been the issue.
I don’t know if it matters, but I did open ANY PROJECT and disabled Live Coding before building. Again, not sure if that mattered or if Live Coding is project specific.
One other note: it did skip some processes. Not sure if that is going to be an issue later.
EDIT EDIT…
Ok. So source built but when I launch the engine from source and copy my project over, I get the disable live coding error. Can I disable it from within Visual Studio?