Okay, so i just upgraded my flagship project to 5.2. I made a backup, but so far seems to be a colossal mistake. Coming from 5.0.3.
I did a proper upgrade, deleting cache, upgrading plugins, rebuilding, all the fun stuff. The project opens, and I had to fix some errors, did that, great.
Now when I package my game, there is THOUSANDS of Blueprint compile errors. When I go to the Blueprints, there is ZERO errors and everything works, compile, and even plays in editor correctly. It almost seems as when I am packaging the game, it appears any variable or function that exists from a plugin, does not get referenced and is considered null or lost.
Am I doing something wrong? I tried to upgrade to 5.1 and failed, now 5.2 doing this, I am afraid I will be stuck on 5.0.3 forever.
PS: If you select a function in 5.2, it selects another random function of choice immediately after. Extremely frustrating, doesn’t allow you to see what function you are in without looking at the tab, and doesn’t let you edit details, unless you click the function only once and not double click.
For some reason I can package my project just fine as long as I don’t enable any plugins from the marketplace. When I enable any plugin… Even if not used in any blueprint, I just get an unknown cook error… Makes me a bit worried indeed.
Because in the editor there are zero error messages when playing or in the blueprints. So it’s purely noticeable when trying to package.
I don’t know if that is a bug or maybe they require a newer or updated version of visual studio or so that I have not yet installed?
Understandable, if it turns out that the updated 5.2 plugins are still causing null ref exceptions in a fresh 5.2 project, the migration is likely causing issues and we might have to dig in a bit to get a solid report. That might also give us a better idea where to start looking if it isn’t just the older plugins causing cascading failures.
before hiring someone to review your plugins; open a C++ project and place those plugins in the a plugins folder inside of your C++ project. You can delete the intermediate and binaries folders before you re-open the project. This will force the plugins to be re-compiled within that C++ project, then you can place the plugin folder in your project. See how that works; I’ve done that in the past on source builds on Unreal.
hi there, sooooo i might have a solution for you, at least that worked for me, and now it works like a charm !
What I needed to do was totally reinstall Visual Studio. For some reason it was installed BUT it was not recognised… so i uninstalled it and installed it again and now i can build with plugins and all!
Plugins that are labeled/tagged with versions like "EngineVersion": "5.1.0", in the uplugin will not package for a UE5.2 or UE5.3 preview build even if you’ve said “load it anyway” when running in editor.
You’ll need to either remove this line from the uplugin or update it manually to match any version past ue5.0. You should then see that you can package and any refs should then no longer be missing. The logs will show this also during the cookbuildrun or even when loading your exe it will not mount the missing plugin your expecting to be mounted during the game init/startup