Hi,
I’m new to Unreal Engine switching from Unity and I’ve created project in UE 5.6 and wanted to check Always load last project on startup checkbox, so I don’t have to wait long time, but this option didn’t work. When I check it on startup, UE 5.6 asks for rebuild and when I press yes it fails. I don’t know why it asks for rebuild when it is a blueprint project and there aren’t any c++ files in it.
Hey there @Hazok489! Welcome to the community! What do you mean by rebuild? Like rebuilding plugins?
If it’s shaders, this is just checking for if the engines shaders are already cached unless something changed.
I mean it asks to rebuild the whole module. Have a look at the screenshot.
And after I press yes this appears it tells that: “Pong could not be compiled. Try rebuilding from source manually.”, but when I turn off Always load last project on startup it works again.
Try to verify Unreal Engine from the Epic Games Launcher, then try to reopen your project.
That’s interesting! Could you paste in your uProject file’s contents here? (You can open it in any text editor). That may give us a hint to why things are rebuilding.
You mentioned that you hadn’t added any C++ classes, but are there any third party plugins that could be triggering it?
Is there a “Source” folder somewhere in your project’s folder structure? If so, back your project up then delete it and try again.
I also encountered this problem, some project i can open it normally before but it asks rebuilding when open with UE-5.6.0 , i didn’t change anything to this projects.
the walkaround way i can do is to add a dummy c++ building target for this project (even if this is a pure blueprint project, because visualstudio2022 needs a target to run to invoke the unrealeditor.exe)
This is a sample for GameAnimationSample , i created a empty dummy c++ target named DummyCppTarget for it , and then i can rebuild this project with visualstudio2022 and open again :
PS D:\workprj\uePrj\GameAnimationSample> tree Source /f
Folder PATH listing for volume Workpalce
D:\WORKPRJ\UEPRJ\GAMEANIMATIONSAMPLE\SOURCE
│ DummyCppTarget.cs
│ DummyCppTargetEditor.Target.cs
│
└───DummyCppTarget
DummyCppTarget.Build.cs
DummyCppTarget.cpp
DummyCppTarget.h
PS D:\workprj\uePrj\GameAnimationSample>
Tried it, but still the same.
There are these folders/files in my project directory: .vs, Binaries, Config Content, DerivedDataCache, Intermediate, Saved, Source, “.editorconfig”, “.vsconfig”, “Pong.sln”, “Pong.uproject”, “shadertoolsonfig.json”. The names with quotes are files. I’ve removed the Source folder, and it still asks for rebuilding, and after clicking yes, it says the same things. It still only opens when the project auto opens at the start of the UE5.6 editor.
In the .uproject file, there was a Visual Studio Integration Tool plugin, so I removed it without success. The rest of the file looks like this:
{
“FileVersion”: 3,
“EngineAssociation”: “5.6”,
“Category”: “”,
“Description”: “”,
“Modules”: [
{
“Name”: “Pong”,
“Type”: “Runtime”,
“LoadingPhase”: “Default”
}
],
“Plugins”: [
{
“Name”: “ModelingToolsEditorMode”,
“Enabled”: true
},
]
}
Interesting, engine association is fine and there’s no third party plugins tripping it up. My next recommendation was going to be the same as @tootzoe1 here. First back your project up, then create a C++ class, and rebuild the solution in Visual Studio manually.