Renaming buildRules gives the following error (:\Program Files\Epic Games\UE_4.25\Engine\Intermediate\Build\BuildRules\UE4Rules.dll’ does not exist.)
Running QFE and attempting to compile after gives same error.
Timestamp is yesterday… Don’t know if that is good or bad, but QFE appears to have no effect on timestamp
[USER=“1345”]Ben Marsh[/USER] I tried the QFE and it didn’t work for me.
After running the QFE I still get this error:
[FONT=Courier New]LogInit: Warning: Incompatible or missing module: ShooterGame
LogInit: Warning: Incompatible or missing module: ShooterGameLoadingScreen
LogInit: Warning: Incompatible or missing module: BotgEditor
Running C:/UnrealEngine/UE_4.25/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project=“E:/botg/game/botg.uproject” -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Creating makefile for ShooterGameEditor (no existing makefile)
ERROR: Expecting to find a type to be declared in a module rules named ‘MegascansPlugin’ in UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the ‘ModuleRules’ type defined by Unreal Build Tool.
I tried renaming BuildRules to BuildRules2 but then I get this error:
[FONT=Courier New]LogInit: Warning: Incompatible or missing module: ShooterGame
LogInit: Warning: Incompatible or missing module: ShooterGameLoadingScreen
LogInit: Warning: Incompatible or missing module: BotgEditor
Running C:/UnrealEngine/UE_4.25/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project=“E:/botg/game/botg.uproject” -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
ERROR: Precompiled rules assembly ‘C:\UnrealEngine\UE_4.25\Engine\Intermediate\Build\BuildRules\UE4Rules.dll’ does not exist.
LogInit: Warning: Still incompatible or missing module: ShooterGame
LogInit: Warning: Still incompatible or missing module: ShooterGameLoadingScreen
LogInit: Warning: Still incompatible or missing module: BotgEditor
LogCore: Engine exit requested (reason: EngineExit() was called)
My UnrealBuildTool.exe timestamp does not appear to have been updated (it shows 10:15 this morning, and I just ran the QFE update about 30 minutes ago which is 13:26 PDT).
I also ran the QFE tool again while Windows System Internals Process Monitor was running, and noticed that it didn’t appear to write to any files. I’m not sure how the QFE program is supposed to work, but after pressing start it went again quickly and didn’t appear to do anything. Very suspiciously, Procmon shows that WerFault.exe is writing out a crash dump to C:\Users\doug\AppData\Local\CrashDumps\QFE-4.25-MarketplacePlugins-CL-13908680-PF-13941873-Job-10493736-Signed.exe.10732.dmp.
This problem would have been less urgent if it was possible to downgrade to 4.25.1. I think Epic should allow developers to choose the precise version of the editor they are using to minimize the impact of mistakes like this in future.
It is actually understandable that minor versions are one-way only and obligatory. These are meant to be hotfixes, so they should be 100% compatible and there should be no reason to go back.
The hot fix broke the build, which gave a pretty good reason for wanting to go back.
You have to update the version in the launcher to try the new version, and once you do, there is no way to go back. Being able to go back to an earlier version is the exact same reason we use version control. It doesn’t matter what the intention of a hotfix is, it is a change, and changes break things. It’s the entire point of configuration management.
Yes, it shouldn’t happened in first place. But this hotfix to hotfix provided above (just checked it, seems to work) is better solution in meantime than reverting to 4.25.1.
, It works now. Thank you!
But, please keep in mind my suggestion for adding the option for selecting subversions. It would be nice, because some hot-fixes may cause some strange errors and this can prevent a long wait for a game developer or a lot of frustrating discussions.
Have a nice day & Thank you, again!
Since i updated to 4.25.2, i no longer get “DXGIGetDebugInterface1” error, but i have “MSVCR100.dll” missing error intead. Don’t you know how to fix it?
This dll is provided with Microsoft Visual C++ 2010 Service Pack 1 Redistributable which fixes MFC security issues, in theory a complete Windows Update on Windows 7 would fix this for you (if you got the DXGIGetDebugInterface1 error is because you were using Windows 7) if you have selected that. Another way is to download the redistributable directly from Microsoft website and my advice is to not download the dll alone from any website (viruses/malware built-in), but do it from the service pack only.
The internet found the same solution, but what i found very odd is that prior 4.25.2, i didn’t need that .dll file. I didn’t had the Microsoft Visual C++ 2010 Service Pack 1 Redistributable installed even, so why the 4.25.2 installation process didn’t install that Redistributable if the editor needs it?
It is a good question, but I can’t answer it. Anyway, the dll is part of Visual C++ runtime and since it is required, since it is being asked for, you don’t have another option besides installing it via that service pack. I checked my Windows 10 installation and there are two copies of a dll with same name located at: c:\Windows\System32 and c:\Windows\SysWOW64 and there are copies installed by applications which requires it (ie MS SQL Server, Amazon’s Kindle software, etc)
Probably the redistributable portion of UE4.25 should have installed that.
You will need to create a sample project, gather with screenshots and build logs, finally filling up the bug submission form for this to get figured out as in the post made by : REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide
I also vote for the option to install point releases and roll them back. not only does it affect one project but all projects that are of that engine version.
i can take a calculated risk copy a project, update it to the latest engine and if there is a problem that hopefully i find then i can just keep working on my older project.
if i update a point release and there is a problem… all of my projects now have a problem. no amount of source control can help me and im out of luck.
really need to be able to roll back a point release if necessary.
if updates were solid and reliable then sure. For better or worse though, they aren’t and while that is annoying, it’s also to be expected sometimes.
the simple ability to roll it back would make me way more likely to install isntead of waiting and watching to see if it breaks everyone’s projects.
the last few engine versions have caused me so many problems, some still unresolved with broken features that were working before that it really would be a benefit to have some control on going back, at least on point releases
I can attest to that with Unity. So many issues AR & VR in early 2019, I gave up on it. Especially in the promise bring their Lightweight Rendering to VR & AR. I got it to work once 12/2018 but 2019 I had a great deal of issues. Maybe things are better with AR Foundation, but spending all my time in Unreal for my “Apollo 11: ‘One Small Step…’ VR Experiences” I haven’t touched Unity since 7/2019.