After the update to **preview2 **I am unable to package my plugin. I can add it as code-based plugin to code-based projects and they compile, run and deploy just fine, but I cannot generate the plugin binaries on their own.
During packaging I get the following error:
Running: XXX\UE_4.21\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Development -plugin=XXX\PointCloudPlugin\HostProject\Plugins\PointCloudPlugin\PointCloudPlugin.uplugin -iwyu -noubtmakefiles -manifest=XXX\PointCloudPlugin\HostProject\Saved\Manifest-UE4Game-Win64-Development.xml -NoHotReload -ignorejunk -log="XXX\UE_4.21\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4Game-Win64-Development.txt"
Using Visual Studio 2017 14.15.26726 toolchain (XXX\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.15.26726) and Windows 10.0.17134.0 SDK (XXX\Windows Kits\10).
Parsing headers for UE4Game
Running UnrealHeaderTool UE4Game "XXX\UE_4.21\Engine\Intermediate\Build\Win64\UE4\Development\UE4Game.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for UE4Game in 5.6389115 seconds
ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'XXX\PointCloudPlugin\HostProject\Plugins\PointCloudPlugin\Intermediate\Build\Win64\UE4\Development\PointCloudRuntime\PointCloudRuntime.precompiled'.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost)
at System.IO.File.InternalReadAllText(String path, Encoding encoding, Boolean checkHost)
at Tools.DotNETCommon.JsonObject.Read(FileReference File) in XXX\UE_4.21\Engine\Source\Programs\DotNETCommon\DotNETUtilities\JsonObject.cs:line 50
at UnrealBuildTool.PrecompiledManifest.Read(FileReference Location) in XXX\UE_4.21\Engine\Source\Programs\UnrealBuildTool\System\PrecompiledManifest.cs:line 37
at UnrealBuildTool.UEBuildBinary.GetBuildProducts(ReadOnlyTargetRules Target, UEToolChain ToolChain, Dictionary`2 BuildProducts, Boolean bCreateDebugInfo) in XXX\UE_4.21\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 485
at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, CPPHeaders Headers, List`1 OutputItems, List`1 UObjectModules, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph, EHotReload HotReload, Boolean bIsAssemblingBuild) in XXX\UE_4.21\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 2247
at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String] Arguments, FileReference ProjectFile, Boolean bCatchExceptions) in XXX\UE_4.21\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 1503
(see XXX\UE_4.21\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4Game-Win64-Development.txt for full exception trace)
Took 8.3353892s to run UnrealBuildTool.exe, ExitCode=5
I checked the path it points to, and it ends at ‘XXX\PointCloudPlugin\HostProject\Plugins\PointCloudPlugin\Intermediate\Build\Win64\UE4’ - there is no ‘Development’ folder.
In addition, this corrupts my whole UE4.21 installation, so that I have to run verify on it before I can run the engine again (any projects, even non-related to the plugin). As a matter of fact I can’t even get to the engine project wizard at this point. Get this crash report instead:
Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp] [Line: 999] Unable to read module manifest from '../../../Engine/Binaries/Win64/UE4Editor.modules'. Module manifests are generated at build time, and must be present to locate modules at runtime.
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:422]
UE4Editor_Core!FModuleManager::FindModulePathsInDirectory() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:1002]
UE4Editor_Core!FModuleManager::FindModulePaths() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:974]
UE4Editor_Core!FModuleManager::FindModulePaths() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:936]
UE4Editor_Core!FModuleManager::FindModules() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:129]
UE4Editor_Core!FModuleManager::ModuleExists() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:150]
UE4Editor_Core!FPlatformFileManager::GetPlatformFile() [d:\build\++ue4\sync\engine\source\runtime\core\private\hal\platformfilemanager.cpp:96]
UE4Editor!LaunchCheckForFileOverride() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:677]
UE4Editor!FEngineLoop::PreInit() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:1144]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:135]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:276]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
kernel32
ntdll
Any advice?