VS 2022 build versions possibly finally solved

Last night, I got UE “5.6” repository to compile without substantial errors (including output exe and dll’s). I am not entirely sure of all of the changes that I made. If I had to reproduce it (which given past experience, I likely will have to do at some point in the near future). There would be a substantial amount of guessing involved in trying to figure out what all was necessary to get it working. I did not attempt to recompile the full solution, rather only the UE5 sub-project.

I was able to compile the Development Editor version of my game environment (presently at about 200GB size). And I was able to open and test the game environment using the newly compiled UE 5.6.0 source build.

This all has been an effort to switch from the UE binary build installed through the Epic Launcher, over to the github source code builds of UE.

I am now running into a new problem with generating the stand alone exe and the client/server exe’s for the game environment. Some number of the third party plugin developers apparently also did not understand the requirements for being able to transition from the UE launcher binary build over to github source build. I say this because I am now getting linking errors that say something like: UnrealEd and MessageLog modules are not compatible with stand alone builds. And I am finding that these (and other) UE modules that are Editor specific are being included in the .Build.cs files of the third party plugin developers. Effectively, they appear to be hard coded bugs relative to transitioning from UE binary build over to UE source build.

It is still unclear to me how to resolve these problems spanning the several third party plugin developers. It is almost like I have to have a command level of awareness over the source code for each of the third party plugins, in addition to a command level of awareness over the UE source code, in order to be able to quickly solve these compile/link errors.

Since UE is a development environment. It seems to me that these types of dilemmas should have been dealt with as part of the development environment. Maybe they were. But since the third party plugin developers are also getting fooled by the same transition problem. It seems to me that Epic may have fallen short in either documentation or coding decisions.

Advice or documentation links, for how to solve this linking problem, would be helpful.

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