|
kelbyvp
|
kelbyvp
Posted 3 Years Ago
|
|
Group: Forum Members
Last Active: 3 Years Ago
Posts: 50,
Visits: 539
|
Trying to build within UE4, and having problems with non-editor builds.
I have installed AutoSetup as instructed, and it works great when I run Unreal directly or when I run in Development Editor mode from within Visual Studio. However, other build modes from within VS are causing problems.
First, any non-Editor build (eg, Shipping or Development) doesn't work due to the UnrealEd module, which is apparently referenced in the RLPlugin but doesn't work in non-Editor builds. Which raises the question: Once we have installed AutoSetup, are we supposed to remove it or something to build a non-Editor build? If I just leave it, I get this error (which is what I would expect for a plugin that refences the UnrealEd module): 1>UnrealBuildTool : error : Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets. 1> (referenced via Target -> Quest.Build.cs)
Second, if I try to build in DebugGameEditor mode, it builds fine within VS if I just build but don't run the local debugger; however, when I click the "Local Windows Debugger" button, I get the error "The following modules are missing or built with a different engine version: RLPlugin Would you like to rebuild them now?" I have had this error from time to time in regular DevelopmentEditor mode, and the solution has been to re-copy the AutoSetup Plugin folder to my project's Content folder. But in DebugGameEditor mode, that isn't working.
I obviously need to be able to build my game in something other than Editor mode, and I would like to be able to build periodically to test my project in a shipping configuration. But I need to have it be simple to switch back and forth between being able to import characters/anims from CC3/iClone and then testing the game in other build configurations.
|