# \#modules

**URL:** https://forums.unrealengine.com/tag/modules/140.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

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## [Editor toolbar extension](https://forums.unrealengine.com/t/editor-toolbar-extension/2708459)

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**Author:** [@adamnaubert](https://forums.unrealengine.com/u/adamnaubert)\
**Replies:** 0\
**Last updated:** [March 23, 2026, 10:54pm UTC](https://forums.unrealengine.com/t/editor-toolbar-extension/2708459 "2026-03-23T22:54:35Z")

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Anyone know where to find c++ editor module examples of extending the editor menu toolbar with a combo box that works with 5.7? All the examples I’ve found so far show different methods and all of them have issues for me…

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## [TSubclassOf in config breaks module loading order?](https://forums.unrealengine.com/t/tsubclassof-in-config-breaks-module-loading-order/2678997)

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**Author:** [@CStenberg\_SSG](https://forums.unrealengine.com/u/CStenberg_SSG)\
**Replies:** 5\
**Last updated:** [March 12, 2026, 4:31pm UTC](https://forums.unrealengine.com/t/tsubclassof-in-config-breaks-module-loading-order/2678997 "2026-03-12T16:31:15Z")

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Hello, so the problem seems to boil down to this. The Recast system asks for its config, which points to a blueprint of type Generated Nav Link Proxy. This blueprint queues a layered move on the mover component for the …

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## [\[SOLVED\]LNK2019/2001 errors with Gameplay Tags used across custom modules](https://forums.unrealengine.com/t/solved-lnk2019-2001-errors-with-gameplay-tags-used-across-custom-modules/2520122)

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**Author:** [@G1ntokiSakata](https://forums.unrealengine.com/u/G1ntokiSakata)\
**Replies:** 2\
**Last updated:** [February 19, 2026, 6:15am UTC](https://forums.unrealengine.com/t/solved-lnk2019-2001-errors-with-gameplay-tags-used-across-custom-modules/2520122 "2026-02-19T06:15:11Z")

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Update: found solution For LNK2019 In Modules.Build.cs add GameplayTags to the PublicDependencyModuleNames Modules.Build.cs // Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class Modu…

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## [Third Party: Unhandled exception Module not found](https://forums.unrealengine.com/t/third-party-unhandled-exception-module-not-found/482165)

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**Author:** [@Bionic\_Ape](https://forums.unrealengine.com/u/Bionic_Ape)\
**Replies:** 6\
**Last updated:** [December 30, 2025, 9:22pm UTC](https://forums.unrealengine.com/t/third-party-unhandled-exception-module-not-found/482165 "2025-12-30T21:22:09Z")

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Hi, I never had a problem integrating simple Third Party libraries, because it was just copying and pasting from other Engine plugins or using the “New ThirdParty Plugin” creator from the Editor. But now I want to use t…

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## [Could not find definition for module, need help!](https://forums.unrealengine.com/t/could-not-find-definition-for-module-need-help/470489)

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**Author:** [@MVPaaryan](https://forums.unrealengine.com/u/MVPaaryan)\
**Replies:** 3\
**Last updated:** [September 19, 2025, 6:30pm UTC](https://forums.unrealengine.com/t/could-not-find-definition-for-module-need-help/470489 "2025-09-19T18:30:42Z")

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Hi, I’m trying to create a editor module that runs at initialization. I’ve tried following a couple tutorials like: http://cairansteverink.nl/cairansteverink/blog/creating-an-editor-module-in-unreal-engine-4/ UE4 Cod…

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## [\[C++\] Circular Dependencies in plugin modules](https://forums.unrealengine.com/t/c-circular-dependencies-in-plugin-modules/369597)

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**Author:** [@MRCookie](https://forums.unrealengine.com/u/MRCookie)\
**Replies:** 5\
**Last updated:** [August 27, 2025, 8:52am UTC](https://forums.unrealengine.com/t/c-circular-dependencies-in-plugin-modules/369597 "2025-08-27T08:52:24Z")

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Hello! I’m making a plugin with 2 modules, which have to “cooperate” with each other (some of .cpp files include classes from another module and vice versa). My asset class created inside Runtime module need some data …

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## [Window \> Developer Tools \> Modules not found](https://forums.unrealengine.com/t/window-developer-tools-modules-not-found/451877)

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**Author:** [@anonymous\_user\_1c979218](https://forums.unrealengine.com/u/anonymous_user_1c979218)\
**Replies:** 7\
**Last updated:** [June 19, 2025, 5:36am UTC](https://forums.unrealengine.com/t/window-developer-tools-modules-not-found/451877 "2025-06-19T05:36:53Z")

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When using UE4 (ver.4.22.3) I can’t open “modules” dialog because there is no option “Window \> Developer Tools \> Modules”. Why I cannot find this option? On the other hand, UE4 (ver.4.19.2 on my same machine) has “Modul…

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## [missing module in Visual Studio 2022 - 17.44.4 ](https://forums.unrealengine.com/t/missing-module-in-visual-studio-2022-17-44-4/2543024)

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**Author:** [@dom6938](https://forums.unrealengine.com/u/dom6938)\
**Replies:** 3\
**Last updated:** [June 6, 2025, 4:02pm UTC](https://forums.unrealengine.com/t/missing-module-in-visual-studio-2022-17-44-4/2543024 "2025-06-06T16:02:33Z")

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i followed a tutorial and the documention to install modules on VS to work with Unreal engine 4.27.2. it seems I’m missing one module that wont show up to me. is that ok to work without it or my current module I have is…

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## [Resolved : LNK2001 Error ("unresolved external symbol GInternalProjectName") Due to Module Naming Issue in a Plugin Project](https://forums.unrealengine.com/t/resolved-lnk2001-error-unresolved-external-symbol-ginternalprojectname-due-to-module-naming-issue-in-a-plugin-project/2389629)

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**Author:** [@koromire1](https://forums.unrealengine.com/u/koromire1)\
**Replies:** 0\
**Last updated:** [March 14, 2025, 12:15pm UTC](https://forums.unrealengine.com/t/resolved-lnk2001-error-unresolved-external-symbol-ginternalprojectname-due-to-module-naming-issue-in-a-plugin-project/2389629 "2025-03-14T12:15:26Z")

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Hi everyone, I wanted to share the solution to a rather tricky packaging error I encountered when developing an Unreal Engine plugin. I was receiving several linker errors during packaging (for Windows) such as: UATHel…

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## [When will the Datasmith plugin be made for Blender? ](https://forums.unrealengine.com/t/when-will-the-datasmith-plugin-be-made-for-blender/2381896)

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**Author:** [@mr\_tupac1](https://forums.unrealengine.com/u/mr_tupac1)\
**Replies:** 0\
**Last updated:** [March 9, 2025, 1:08pm UTC](https://forums.unrealengine.com/t/when-will-the-datasmith-plugin-be-made-for-blender/2381896 "2025-03-09T13:08:26Z")

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When will the Datasmith plugin be made for Blender? :sob::cry:

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## [Selling a framework as multiple plugins (dependencies) on Marketplace](https://forums.unrealengine.com/t/selling-a-framework-as-multiple-plugins-dependencies-on-marketplace/626042)

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**Author:** [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Replies:** 13\
**Last updated:** [December 30, 2024, 5:49pm UTC](https://forums.unrealengine.com/t/selling-a-framework-as-multiple-plugins-dependencies-on-marketplace/626042 "2024-12-30T17:49:50Z")

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I want to sell a framework built of several modules (plugins) on the marketplace. My idea is to offer it in 2 ways. 1. Is the entire framework packed together, 2. is a series of products which are all the modules the fra…

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## [How to declare Log category that can be accessed by all classes (like LogTemp)?](https://forums.unrealengine.com/t/how-to-declare-log-category-that-can-be-accessed-by-all-classes-like-logtemp/482317)

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**Author:** [@k\_a\_s\_s\_k\_a\_s\_s](https://forums.unrealengine.com/u/k_a_s_s_k_a_s_s)\
**Replies:** 3\
**Last updated:** [October 29, 2024, 8:56am UTC](https://forums.unrealengine.com/t/how-to-declare-log-category-that-can-be-accessed-by-all-classes-like-logtemp/482317 "2024-10-29T08:56:54Z")

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What is the process of declaring a log category that can be accessed with the UE\_LOG macro, without having to manually include some file in any class that needs to use this log category? I have tried including it in the…

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## [is it possible to parallelize module loading at the startup of the editor ?](https://forums.unrealengine.com/t/is-it-possible-to-parallelize-module-loading-at-the-startup-of-the-editor/2052079)

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**Author:** [@Smallpox](https://forums.unrealengine.com/u/Smallpox)\
**Replies:** 0\
**Last updated:** [October 3, 2024, 9:41pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-parallelize-module-loading-at-the-startup-of-the-editor/2052079 "2024-10-03T21:41:19Z")

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Hello, I’m working on reducing the launch time for the editor on my project. I noticed that maybe half of my time is spent loading modules and a lot of them doesn’t have dependencies to each other so I was wondering if …

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## [module loading phase](https://forums.unrealengine.com/t/module-loading-phase/472083)

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**Author:** [@Dj\_EKI](https://forums.unrealengine.com/u/Dj_EKI)\
**Replies:** 1\
**Last updated:** [October 3, 2024, 9:54am UTC](https://forums.unrealengine.com/t/module-loading-phase/472083 "2024-10-03T09:54:30Z")

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How can I load my plug-in so that both functions work properly? I have create a new plugin (ToolbarButton.) In .uplugin i try: Type: Editor, LoadingPhase: Default. ContentBrowserSingleton.SyncBrowserToAssets(NewDatas…

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## [Delay Load DLLs causing breakpoint](https://forums.unrealengine.com/t/delay-load-dlls-causing-breakpoint/353449)

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**Author:** [@AgentMilkshake1](https://forums.unrealengine.com/u/AgentMilkshake1)\
**Replies:** 5\
**Last updated:** [July 25, 2024, 11:29am UTC](https://forums.unrealengine.com/t/delay-load-dlls-causing-breakpoint/353449 "2024-07-25T11:29:21Z")

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Hi AgentMilkshake1, Adding the DLL to PublicDelayLoadDlls is only part of the solution - the engine needs to know where the DLL lives, so it can find it once it is required. This can be achieved in a few ways. The fir…

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## [UncookedOnly vs Runtime modules](https://forums.unrealengine.com/t/uncookedonly-vs-runtime-modules/474225)

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**Author:** [@plato.manchi](https://forums.unrealengine.com/u/plato.manchi)\
**Replies:** 1\
**Last updated:** [July 18, 2024, 5:45am UTC](https://forums.unrealengine.com/t/uncookedonly-vs-runtime-modules/474225 "2024-07-18T05:45:31Z")

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Hi, I’m trying to create a plugin that both editor and runtime stuff in it. It is kind of similar to behavior trees where I have a custom asset type that has blueprint graph which has some custom nodes that can be plac…

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## [\[MODULES\]\[C++\] Defininf new Module, compilation error](https://forums.unrealengine.com/t/modules-c-defininf-new-module-compilation-error/1885506)

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**Author:** [@Wysepka420](https://forums.unrealengine.com/u/Wysepka420)\
**Replies:** 0\
**Last updated:** [June 2, 2024, 2:45pm UTC](https://forums.unrealengine.com/t/modules-c-defininf-new-module-compilation-error/1885506 "2024-06-02T14:45:33Z")

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Hi, I have an compilation error when trying to implement game module. I’ve been using JetBrains Rider and UE 5.2.1 on Windows, and searched throught unreal source code but can’t find any solutions to this problem. …

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## [How to include private header files of other Modules into my Module?](https://forums.unrealengine.com/t/how-to-include-private-header-files-of-other-modules-into-my-module/325438)

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**Author:** [@Stane](https://forums.unrealengine.com/u/Stane)\
**Replies:** 9\
**Last updated:** [May 9, 2024, 10:13pm UTC](https://forums.unrealengine.com/t/how-to-include-private-header-files-of-other-modules-into-my-module/325438 "2024-05-09T22:13:44Z")

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Hi, I try to create a Plugin with an editor module for a component Visualizer. I have trouble in understanding and setting up the MyToolEditor.Build.cs I want to extent an already existing Component Visualizer but thi…

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## [Control Rig Module offset not working correctly](https://forums.unrealengine.com/t/control-rig-module-offset-not-working-correctly/1836162)

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**Author:** [@Mike9](https://forums.unrealengine.com/u/Mike9)\
**Replies:** 0\
**Last updated:** [May 2, 2024, 9:07am UTC](https://forums.unrealengine.com/t/control-rig-module-offset-not-working-correctly/1836162 "2024-05-02T09:07:13Z")

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Working with the new Control Rig Modules of UE 5.4. I’m having problems with the shape offset when trying to position the control shape outside the character. It’s a custom module based on the “AddControl” rig module bu…

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## [Are ALL modules in a project supposed to be added to packaged builds?](https://forums.unrealengine.com/t/are-all-modules-in-a-project-supposed-to-be-added-to-packaged-builds/1800769)

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**Author:** [@Gizambica](https://forums.unrealengine.com/u/Gizambica)\
**Replies:** 0\
**Last updated:** [April 12, 2024, 5:51pm UTC](https://forums.unrealengine.com/t/are-all-modules-in-a-project-supposed-to-be-added-to-packaged-builds/1800769 "2024-04-12T17:51:32Z")

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Hey everyone! I’ve always heard that “only modules in the dependency chain get shipped into builds”. After some testing though, that doesn’t seem to be entirely true. In order to test that theory, I created a blank C++…

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## [How to set up the plugin for multiple modules](https://forums.unrealengine.com/t/how-to-set-up-the-plugin-for-multiple-modules/1804873)

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**Author:** [@Bssnake](https://forums.unrealengine.com/u/Bssnake)\
**Replies:** 1\
**Last updated:** [April 16, 2024, 1:58am UTC](https://forums.unrealengine.com/t/how-to-set-up-the-plugin-for-multiple-modules/1804873 "2024-04-16T01:58:05Z")

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Allow me to use someone else’s structural diagram +Project + Plugins + MyPlugin + Source + Developer + Module1 + Module2 + ...... + …

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## [GUnrealEd is NULL in StartupModule](https://forums.unrealengine.com/t/gunrealed-is-null-in-startupmodule/295355)

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**Author:** [@MSTF](https://forums.unrealengine.com/u/MSTF)\
**Replies:** 3\
**Last updated:** [April 8, 2024, 9:56pm UTC](https://forums.unrealengine.com/t/gunrealed-is-null-in-startupmodule/295355 "2024-04-08T21:56:10Z")

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I creating a plugin, but cannot use “RegisterComponentVisualizer” because of GUnrealEd is NULL. Checked github and usage is correct but not working. https://github.com/EpicGames/UnrealEngine/blob/4.4/Engine/Source/Edit…

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## [IOS build doesn't work with WebSockets server](https://forums.unrealengine.com/t/ios-build-doesnt-work-with-websockets-server/1234332)

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**Author:** [@grisha666](https://forums.unrealengine.com/u/grisha666)\
**Replies:** 4\
**Last updated:** [March 20, 2024, 9:35am UTC](https://forums.unrealengine.com/t/ios-build-doesnt-work-with-websockets-server/1234332 "2024-03-20T09:35:12Z")

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Hey, there! I got WebSocket server that I connect to from the game with WebSockets module. Everything works fine in Editor (on Windows and Mac too), works fine in Android build, but in IOS Build doesn’t. IOS Build doesn’…

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## [PCG - Can't subclass PCG metadata nodes - Subclasses of FSimplePCGElement not marked as extern with PCG\_API macro](https://forums.unrealengine.com/t/pcg-cant-subclass-pcg-metadata-nodes-subclasses-of-fsimplepcgelement-not-marked-as-extern-with-pcg-api-macro/1749661)

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**Author:** [@vts\_bguiden](https://forums.unrealengine.com/u/vts_bguiden)\
**Replies:** 0\
**Last updated:** [March 13, 2024, 3:37pm UTC](https://forums.unrealengine.com/t/pcg-cant-subclass-pcg-metadata-nodes-subclasses-of-fsimplepcgelement-not-marked-as-extern-with-pcg-api-macro/1749661 "2024-03-13T15:37:24Z")

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I’m trying to extend from FPCGMetadataElementBase in C++ so I can implement more nodes in PCG graphs for changing point attributes. The issue is FPCGMetadataElementBase and all other subclasses of FSimplePCGElement aren…

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## [I'm Having Linker Errors when using LyraTeamStatics. What Module to Include When Using Lyra Project in C++?](https://forums.unrealengine.com/t/im-having-linker-errors-when-using-lyrateamstatics-what-module-to-include-when-using-lyra-project-in-c/1654470)

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**Author:** [@MrSkittles00](https://forums.unrealengine.com/u/MrSkittles00)\
**Replies:** 2\
**Last updated:** [February 2, 2024, 10:51am UTC](https://forums.unrealengine.com/t/im-having-linker-errors-when-using-lyrateamstatics-what-module-to-include-when-using-lyra-project-in-c/1654470 "2024-02-02T10:51:41Z")

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0\>Module.SampleGameRuntime.cpp.obj: Error : LNK2019: unresolved external symbol "public: static class ULyraTeamDisplayAsset \* \_\_cdecl ULyraTeamStatics::GetTeamDisplayAsset(class UObject const \*,int)" (?GetTeamDisplayAss…

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## [How can I fix Z-fight?](https://forums.unrealengine.com/t/how-can-i-fix-z-fight/1642599)

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**Author:** [@Longrid](https://forums.unrealengine.com/u/Longrid)\
**Replies:** 5\
**Last updated:** [January 26, 2024, 11:17am UTC](https://forums.unrealengine.com/t/how-can-i-fix-z-fight/1642599 "2024-01-26T11:17:24Z")

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Please, explaine how build modular house with doors. Without this weird issue. I can’t find information anywhere on how to do it correctly. I’m trying to build it myself and I can’t build two floors properly. Walls…

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## [VS2022 can't find header files when I was trying to create a new module](https://forums.unrealengine.com/t/vs2022-cant-find-header-files-when-i-was-trying-to-create-a-new-module/1568040)

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**Author:** [@11712138](https://forums.unrealengine.com/u/11712138)\
**Replies:** 1\
**Last updated:** [December 29, 2023, 12:18am UTC](https://forums.unrealengine.com/t/vs2022-cant-find-header-files-when-i-was-trying-to-create-a-new-module/1568040 "2023-12-29T00:18:28Z")

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When I following the video https://www.youtube.com/watch?v=53W2Kacw6TE&list=PL-m4pn2uJvXHL5rxdudkhqrSRM5gN43YN&index=10, I’m trying to create a module by using my own component. I create the .ccp and .h file for the modu…

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## [How to deal with Editor-only Modules in non-Editor build targets?](https://forums.unrealengine.com/t/how-to-deal-with-editor-only-modules-in-non-editor-build-targets/1340279)

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**Author:** [@dzemzmcdonalda](https://forums.unrealengine.com/u/dzemzmcdonalda)\
**Replies:** 2\
**Last updated:** [October 22, 2023, 1:40am UTC](https://forums.unrealengine.com/t/how-to-deal-with-editor-only-modules-in-non-editor-build-targets/1340279 "2023-10-22T01:40:48Z")

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Hello, My project depends on a plugin, and said plugin depends on “UnrealEd” module. I need to make it build as Cooked non-Editor Target (e.g. “Shipping”). In \[project\].build.cs the plugin module gets included as priv…

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## [Getting hot-reload to work with multiple modules](https://forums.unrealengine.com/t/getting-hot-reload-to-work-with-multiple-modules/423665)

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**Author:** [@SanicV2](https://forums.unrealengine.com/u/SanicV2)\
**Replies:** 3\
**Last updated:** [October 17, 2023, 3:25am UTC](https://forums.unrealengine.com/t/getting-hot-reload-to-work-with-multiple-modules/423665 "2023-10-17T03:25:01Z")

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Hi, i’m working on a fresh C++ project which should have some logic separated in a different module (not a plugin). The basic part works: I can create a separate module right next to the game module which can be compil…

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## [Adding "UnrealEd" module breaks build](https://forums.unrealengine.com/t/adding-unrealed-module-breaks-build/482083)

<div class="topic-metadata">

**Author:** [@SasMaster](https://forums.unrealengine.com/u/SasMaster)\
**Replies:** 6\
**Last updated:** [August 28, 2023, 3:32pm UTC](https://forums.unrealengine.com/t/adding-unrealed-module-breaks-build/482083 "2023-08-28T15:32:45Z")

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Hi. I am trying to add “UnrealEd” module as dependency into my plugin as I need to do some operations in the editor module, and it includes usage of ThumbnailTools. I tried to add it like this into my BUILD file: …

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