I just upgraded my project to Unreal 5.5 (Latest) and after some work on C++ compile issues when I run the project I the splash screen gets to 73% Compile Blueprints and freezes. I have let this run for over 30 hours without any changes, Al I get is a record posted to the log every so often.
LogDerivedDataCache: C:/Users/XXXXXXX/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished in +00:00:00.040 and deleted 0 files with total size 0 MiB and 0 empty folders. Scanned 448 files in 758 folders with total size 56 MiB.
This has posted to the log about 15 times during the last 30 hours.
are you compiling from source, or using the EGS install?
what was the previous engine version you were using?
did your project start as Blueprint then converted into C++ or start as a C++ project?
are you using Source Control? (do you login to source Control before opening the editor?)
are you including “Starter Content”? (at some point in engine versions the “import starter content on first startup” became every editor startup)
are you able to create a new project through the editor, and open that one? (sometimes you need to get all the way to the editor on some project for everything to “just work”)
I am using JetBrains Rider to edit the C++, I compiled from source through Rider and tried running from there, it hung at 73%. I removed all the temp folders intermediate, Binaries, .vs, deriveddatacache… including the saved folder, same issue. I then recompiled in VS 2022 and same 73% hang-up. I also ran the project from the folder and it still hung.
I am upgrading from 5.4. There are no compile warnings in the log in fact I spent a lot of time removing them, including setting all un-initialized variable warning.
I will add that when I upgraded from 5.1 to 5.4 this step did run for about an hour but finished.. I did have a couple of BP in the log that had issues so I deleted them from my project.
It could be a plugin that is not compatible with 5.5. Try turning off the plugins in the uproject file in a copy of the project and see if it starts up.
I removed all plugins from the uproject, only change I see is that it now sits on 71% Compiling blueprints. However I will let it run for a little while and see if it changed anything.
can you launch the Editor for your project in Debug mode through your IDE and see if you get anything strange happening there?
do you have a duplicate of your project before it was migrated to 5.5, or did you do it completely in place?
if you do create a 5.5 C++ project, and in the content browser of the pre 5.5 version try to do Migrate on your blueprints (this should grab the necessary C++ scripts as well), and after a few try to open the 5.5 project.
(you might need to do the same fixes you did in the initial migration)
If you don’t then in a clean 5.5 project try to put your C++ into the source directory, then go through the process of “generate Visual Studio project” (deleting the folders that will be generated), and then try to launch the Editor
then try copying over the Content folder, and see if you experience similar issues.
I know when I upgraded from Version 4.7 to 5.1 I have to do the same thing, basically take an empty project, copy over the source, generate the SLN and then migrate the assets, including the blueprints individually. I could do this again just takes a long time, lots of assets.
I do have the original 5.4 project saved, I always keep a copy of previous 2 working versions incase I run into issues.
I appreciate the suggestion and it will probably be my last resort just because of the time/effort needed.
I did already check this, and created an empty sample project to ensure everything is good. I will do a check disk although all drives related to this C/D are both M2 drives.
I did installed 5.5. from the launcher, I did load 5.4 source to create a server build. I will try downloaded the .zip and compiling as I will need to do this for my server build.
when upgrading a c++ project the engine can mess up the build order due to changes in the engine.
You have to then tell the engine to build in the specific order.
in addition to @3dRaven says…
My target file is like this… and it does work
EDITOR:
public class GameNameTarget : TargetRules
{
public GameNameTarget( TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V5;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
ExtraModuleNames.AddRange( new string[] { " GameName" } );
}
}
SERVER:
public class GameNameTarget : TargetRules
{
public GameNameTarget( TargetInfo Target) : base(Target)
{
Type = TargetType.Server;
DefaultBuildSettings = BuildSettingsVersion.V5;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
ExtraModuleNames.AddRange( new string[] { " GameName" } );
}
}
GAME:
public class GameNameTarget : TargetRules
{
public GameNameTarget( TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V5;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
ExtraModuleNames.AddRange( new string[] { " GameName" } );
}
}
When you fix this problem… if you can not compile the project when the editor is open. Let me know and i will show you how to patch the “Build.bat file”… it is a problem i had when compile form surce code… i don’t know why but it can be fixed patching the Build.bat file !!