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Error using AutoSetup with UE4 C++ project

Posted By bobcober_667673 4 Years Ago
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bobcober_667673
bobcober_667673
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AutoSetup does not work with a c++ UE4 Project.  :-(
When building,
error LNK2001: unresolved external symbol IMPLEMENT_MODULE_RLPlugin

It works fine with a blueprint based projects.
RLord321
RLord321
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I'm getting the same error trying to launch my project.  Were you able to get your existing project to load?
webreg_789832
webreg_789832
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Me too.
Will try and log it as a support ticket.
lianchiu
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try to put the "plugins" folder under UE installer path
and put the "Content" folder under UE project path
stdrag
stdrag
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error LNK2001: unresolved external symbol IMPLEMENT_MODULE_RLPlugin
I have same issue when build C++ project.
I tried to put it to Engine/Plugins folder. It gives different error: "The following modules are missing or build with a different engine version".
AutoSetup version 1.11
Unreal Engine version 4.26.1
Any ideas how to solve it? I am blocked by this issue.
c68
c68
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I had exactly the same problem! I tried to add a plugin that was made with 4.25 which caused the Engine to recompile all the plugins in my plugins folder and caused the error described above... :/

I "fixed" this by removing the plugin by deleting the folder in the project dir and copying it back from the original plugin installation folder:



Now the binaries of the RL-Plugin are "up to date" and the Editor opens.
It seems its actully JUST NOT POSSIBLE to recompile the plugin manually by someone ... you must use the binaries compiled by RL otherwise the compilation will always fail ...
alex_041492
alex_041492
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Edit the RLPlugin.Build.cs file, in the Auto_Setup_1.11/Source folder after copying it into the engine. My path for example:
f:\UnrealEngine\Engine\Plugins\Auto_Setup_1.11\Source\RLPlugin\RLPlugin.Build.cs

Uncomment the bUsePrecompiled = true; line. This will allow the UnrealBuildTool to use the compiled .dll shipped with the plugin.
For whatever stupid reason this line is commented out.
Lockes The Thief
Lockes The Thief
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This trick worked for me. It makes sense to put the Plug in in the folder where Unreal is and the Content in the project folder (At least while using C++)



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