Unreal Engine 4 Basic C++ Code Project giving compile error - c++

I have been having this a problem when loading up a "Basic C++ Code Project" and have had absolutely no success due to lack of information.
The error is as follows:
Running E:/Program Files/Epic Games/UE_4.22/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="D:/[My-User]/Documents/Code/[Project Root Dir]/[Project]/[Project].uproject" -TargetType=Editor -Progress -NoHotReloadFromIDE
Creating makefile for [Project]Editor (no existing makefile)
#progress push 5%
Parsing headers for [Project]Editor
Running UnrealHeaderTool "D:\[My-User]\Documents\Code\[Project Root Dir]\[Project]\[Project].uproject" "D:\[My-User]\Documents\Code\[Project Root Dir]\[Project]\Intermediate\Build\Win64\[Project]Editor\Development\[Project]Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for [Project]Editor in 8.2032876 seconds
#progress pop
Using Visual Studio 2017 14.16.27023 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
ERROR: System.ComponentModel.Win32Exception (0x80004005): The system cannot find the file specified
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at UnrealBuildTool.XGE.ExecuteTaskFile(String TaskFilePath, DataReceivedEventHandler OutputEventHandler, Int32 ActionCount) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Executors\XGE.cs:line 493
If there is any more information relating to this problem I am happy to provide it.

There could be something wrong with your installation of visual studio. Check your Visual Studio installer and ensure that the Game development with C++ workload is ticked. I typically also install the .NET Framework 4.6.2 SDK and targeting pack under the individual components list.
In your case it seems to be looking for Visual Studio 2017, so try the steps above with 2017 first.

I had similar problem after my pc shutdown
after backing up everything I removed all folders except source, content and config than generated virtual studio files using .uproject
problem solved :)

I figured out the issue. It didn't like using UE 4.22.3 for some reason...
Thanks for the help guys!

Related

fxc.exe not found by VS2017 in windows 10

I'm going to use the HelixToolkit.SharpDX with VS2017 in my Windows 10 workstation, when I attempt to build the solution, it will prompt the Assertion Failed error with "No fxc.exe found".
I have checked the installation option, Windows SDK has been included, nand I have downloaded and install again, and I can see the fxc.exe in "C:\Program Files (x86)\Windows Kits\10\bin\10.0.16299.0\x64" & "C:\Program Files (x86)\Windows Kits\10\bin\10.0.16299.0\x86" folders, so it should be available for any windows version, but unfortunately, the same error reported.
However, I have also installed VS2017 in another Windows 7 machine, it works fine, and it has the fxc.exe in the same folder as my Windows 10 workstation, but it can be located by VS2017.
Is there any setting in VS2017 to locate the fxc.exe?
Or how can I fix this issue?
Copy fxc.exe in Bin\10.0.xxx\x86 to Bin\x86 to fix this issue. Because the HLSL compile tool hard coded the path.
One can find solution on helix toolkit github page.
Visual Studio 2017. Windows 10 SDK.
Missing fxc.exe issue with newest Windows 10 SDK:
Copy fxc.exe in C:\Program Files (x86)\Windows
Kits\10\Bin\10.0.xxx\x86 to C:\Program Files (x86)\Windows
Kits\10\bin\x86 to fix this issue. Because the HLSL compile tool hard
coded the path.
This seems to have been fixed in Visual Studio 2019 16.0.2, as of writing. Just have to make sure $(WindowsSDK_ExecutablePath) is pointing to the correct SDK directory and the build version that matches with the Targeted Platform in the Project Properties page.
https://social.msdn.microsoft.com/Forums/windowsdesktop/en-US/a3032567-d8e7-4b01-81b7-0612047a6299/why-do-we-need-to-copypaste-fxcexe-from-bin100xxxxx0x86-to-binx86-directory-in-the?forum=windowssdk
Second post answered:
The executables that the C++ build process uses from the Windows SDK directory are MIDL.exe, MT.exe and RC.exe. If you digitally sign your executables then you will find signtool.exe here too. So I am kind of surprised that it finds some critical build tools correctly but others it fails to find.
My suggestion would be:
1) Verify that you are having this problem with your project in Visual Studio 2019 16.0.2 (the latest version at the time of writing) or Visual Studio 2019 Preview (16.1 Preview 1 at the time of writing). This is to check that if this has been found to be a bug, then it could have been fixed.
2) Create a completely new project. Without touching the project's executable path, try to create a sample that shows this behaviour. It doesn't need to be a full sample, just complete enough to show that Visual Studio fails to find fxc.exe.
3) If doing all of this shows that Visual Studio fails to find fxc.exe, then through Visual Studio 2019, report it as a bug.
But I will mention that a naïve test on my end shows that Visual Studio 2019 can compile HLSL shaders without any issues using the 18362, 17763 and 17134 SDKs. These were tested because these are the versions that I have installed.

Unreal Engine 4 fatal error C1083

I've tried to generate a new UE4 Project (C++/Third Person) but I always get the following error
The project could not be compiled. Would you like to open it in Visual Studio?
Running C:/Program Files/Epic Games/UE_4.17/Engine/Binaries/DotNET/UnrealBuildTool.exe AnotherWorld Development Win64 -project="C:/Users/Paul/Documents/Unreal Projects/AnotherWorld/AnotherWorld.uproject" -editorrecompile -progress -NoHotReloadFromIDE
Creating makefile for AnotherWorld (no existing makefile)
Performing full C++ include scan (no include cache file)
#progress push 5%
Parsing headers for AnotherWorldEditor
Running UnrealHeaderTool "C:\Users\Paul\Documents\Unreal Projects\AnotherWorld\AnotherWorld.uproject" "C:\Users\Paul\Documents\Unreal Projects\AnotherWorld\Intermediate\Build\Win64\AnotherWorldEditor\Development\AnotherWorldEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for AnotherWorldEditor in 18,9575823 seconds
#progress pop
Performing 11 actions (2 in parallel)
[2/11] Resource ModuleVersionResource.rc.inl
[3/11] Resource PCLaunch.rc
SharedPCH.Engine.cpp
C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.11.25503\INCLUDE\cstddef(5): fatal error C1083: file (Include) could not be opened: "stddef.h": No such file or directory
ERROR: UBT ERROR: Failed to produce item: C:\Users\Paul\Documents\Unreal Projects\AnotherWorld\Binaries\Win64\UE4Editor-AnotherWorld.dll
Total build time: 42,13 seconds (Local executor: 0,00 seconds)
How can I fix this error?
I know this is an old question, but I thought I'd toss in my answer for anyone who stumbles across it.
You might be experiencing the same issue I had, that is, I was missing the UCRT SDK. When you are Modifying your VS install from the Visual Studio Installer, be sure you install the Windows Universal CRT SDK along with which ever version of Windows SDK you are using. In my case, I only had Windows 8.1 SDK component and was receiving the same error.
Once you have the Windows Universal CRT SDK installed, try making a new project with the same settings. Your old projects will not build for what I assume is a problem with the solution properties not including the new ucrt include path.

Unreal Engine 4.10 is not creating c++ project

Hello I wanted to create a project in UE4.10 with basic c++ code. But when it comes to create it, UE gives me an error:
The project could not be compiled. Would you like to open it in Visual Studio? Running E:/Program Files (x86)/Epic Games/4.10/Engine/Binaries/DotNET/UnrealBuildTool.exe MyProject Development Win64 -project="C:/Users/allst/Documents/Unreal Projects/MyProject/MyProject.uproject" -rocket -editorrecompile -progress -noubtmakefiles -2015 #progress push 5% Parsing headers for MyProjectEditor Running UnrealHeaderTool "C:/Users/allst/Documents/Unreal Projects/MyProject/MyProject.uproject" "C:\Users\allst\Documents\Unreal Projects\MyProject\Intermediate\Build\Win64\MyProjectEditor\Development\UnrealHeaderTool.manifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -rocket -installed Reflection code generated for MyProjectEditor in 17,8672852 seconds #progress pop Performing 7 actions (2 in parallel) [2/7] Resource PCLaunch.rc E:\Program Files (x86)\Epic Games\4.10\Engine\Source\Runtime\Launch\Resources\Windows\PCLaunch.rc(10) : fatal error RC1015: cannot open include file 'windows.h'. [3/7] Resource ModuleVersionResource.rc.inl E:\Program Files (x86)\Epic Games\4.10\Engine\Source\Runtime\Core\Resources\Windows\ModuleVersionResource.rc.inl(3) : fatal error RC1015: cannot open include file 'windows.h'. PCH.MyProject.h.cpp E:\Program Files (x86)\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\PlatformIncludes.h(5): fatal error C1083: Cannot open include file: 'new': No such file or directory -------- End Detailed Actions Stats ----------------------------------------------------------- ERROR: UBT ERROR: Failed to produce item: C:\Users\allst\Documents\Unreal Projects\MyProject\Binaries\Win64\UE4Editor-MyProject.dll Total build time: 90,64 seconds
I had VS 2013 pro, but I was asked to install VS 2015 community, what I have done, but problem is still persisting. Have you any ideas what should be done now? I will be gratefull for any advice. Have a nice day!
Please verify that "Common Tools for Visual C++ 2015" was selected when installing Visual Studio 2015. It will not automatically install, you need to do a custom install for that.
It appear to be a known problem while running Unreal Engine prior to 4.12.5 with Visual Studio Community 2015 with Update 3.
Assuming that you already have Common Tools for Visual C++ 2015 installed.
You can check if you are running VS2015 with Update 3 by going to:
Visual Studio 2015 > Help > About Microsoft Visual Studio
Solution 1: Update Unreal Engine > 4.12.5
Updating your Unreal Engine to version above 4.12.5
Go to
Epic Game launcher > Unreal Engine > Library > Engine Version to update the engine.
Solution 2: Resintall VS2015 without Update 3
Follow the instruction from Infected_Post here.
Below is what he has posted:
Completely uninstall visual studio
Use the Extra visual studio uninstall cleaner. Found on
github > Microsoft/VisualStudioUninstaller/releases
Delete the remaining Visual Studio installation folder.
Do a restart and this machine should be ready for a clean installation
Download the Visual Studio 2015 installer without any updates: https://www.microsoft.com/en-us/download/details.aspx?id=48146
Now make sure you do a custom installation and deselect update 3!!!
Once the installation is finished you need to generate visual studio project files for your unreal projects.

Visual Studio 2013: CL.exe exited with code -1073741515

I have a fresh Windows 8.1 Pro x64 install with a fresh Visual Studio 2013 Pro.
When trying to compile a project with Platform Toolset to Windows7.1SDK I'm getting
Error 1 error MSB6006: "CL.exe" exited with code -1073741515. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Platforms\Win32\Microsoft.Cpp.Win32.targets 57 5 MenuBrowser
I tried running the supplied "Windows SDK Configuration Tool" and besides getting an error about Visual Studio 2005 and 2008 not being installed I think it did its job.
I tried manually editing the registry:
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Microsoft SDKs\Windows
where I manually put CurrentInstallFolder as C:\Program Files\Microsoft SDKs\Windows\v7.1\ and CurrentVersion as 7.1.7600.0.30514. If I look at the project properties and click the different paths / variables in there -> more -> Macros, I can see that $(WindowsSdkDir) is correct.
Any idea as to what I should try? Never ran into this problem on the old development computer with Windows 7 and VS 2012.
L.E. as a note, if I try a new project with the v120 tools, it works, but I need the Windows7.1SDK tools.
When trying to compile a project with Platform Toolset to Windows7.1SDK...
That's not a valid selection in a "fresh" install for VS2013. Not very clear what you've been doing, it certainly isn't "fresh" anymore. Do treat Regedit.exe as a loaded weapon, the registry key set that configures VS has been getting pretty doggone convoluted as of late.
The compiler crashes with -1073741515 == 0xC0000135 == STATUS_DLL_NOT_FOUND. That's a pretty serious mishap of course, it should never occur when you target SDK 7.1 since that still uses the same compiler, only the SDK directory is changed. The compiler itself, as well as the DLLs it uses, are not part of the SDK and only are provided if the machine doesn't have VS installed. You can use SysInternals' Process Monitor to diagnose this, you'll see the CL.EXE process searching for a DLL and not finding it.
The correct way to target 7.1 is to use the v120_xp toolset selection. That builds programs that can still run on XP, it automatically also selects the 7.1A SDK that was installed on your machine. Do try to undo the changes you've made.
Referencing Yodans solution from
How to build with v90 platform toolset in VS2012 without VS2008, using Windows SDK?:
As pointed out by Hans Passant cl.exe looks for mspdb100.dll (among others) and does not find them.
The needed files are in the directory mentioned in 7. below:
My working setup:
VS2013 needs to use VS2010 libs
Using WinSDK 7.1 build tools (v100) in VS2013
clean install, uninstalling everything mentioned in the sdk release notes (can be downloaded at http://www.microsoft.com/en-us/download/details.aspx?id=8279 under category Details)
Microsoft Windows SDK for Windows 7 (7.1) (the Windows SDK core-component files)
Application Verifier
Debugging Tools for Windows
Windows Performance Toolkit
Microsoft Help Viewer 1.0
Microsoft Visual C++ 2010 Redistributable
Microsoft Visual C++ 2010 Standard Edition
Additionally removed all .NET and VC++ related MS Software (not tested if necessary)
choosing Windows7.1SDK as Platform Toolset in VS2013
error MSB6006: "CL.exe" exited with code -1073741515
cl.exe looks for one of msobj100.dll, mspdb100.dll, mspdbcore.dll and mspdbsrv.exe
Added to PATH: C:\Program Files (x86)\Microsoft Visual Studio 10.0\Common7\IDE
Build works and binary is usable!
A mistake I did:
copied files in 6. above to C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\bin, believing this directory is in PATH, but it was not!
So better do as sugested in 7. above or by Yodan in How to build with v90 platform toolset in VS2012 without VS2008, using Windows SDK?
The following steps work for me in VS 2017.
1.Close VS 2017.
2.Restart machine.
3.Open solution in VS 2017.
4.Build the project.
This time I didn't get following error and it builds successfully.
error msb6006 "link.exe" exited with code -1073741819.

How do I get crtdbg.h file?

I am using MinGW GCC + Eclipse on Windows, and I have run into this error:
C:\Program Files\ITG Derivatives LLC\api_clear-2.0.2.48\include/windows/csassert.h:12:20: fatal error crtdbg.h No such file or directory
What is the crtdbg.h file? How can I get it and solve this problem?
I ran into this exact same issue, but with Visual Studio Community Edition 2019.
The solution was to download the Windows 10 SDK using the Visual Studio installer. Once I did that the next compile worked fine.
The header file "crtdbg.h" is part of the Windows 10 SDK kit. I believe you will find crtdbg.h located here C:\Program Files... or C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\ucrt\crtdbg.h depending on your setup and version.
<crtdbg.h> is a Microsoft Visual C++ specific header. You may be able to work around this problem using a stub similar to the following:
#ifdef _MSC_VER
#include <crtdbg.h>
#else
#define _ASSERT(expr) ((void)0)
#define _ASSERTE(expr) ((void)0)
#endif
Note that this will disable any asserts in the code you are compiling against, and still won't help you if the code you're compiling uses more advanced features inside crtdbg.h, such as memory leak detection. If these features are in use, you will need to compile the code with MSVC++ rather than MinGW.
I ran into this exact same issue, but with Visual Studio Code.
First start/restart VS Installer and install the Win10 SDK.
Then restart your computer and the needed heasers are available.
I am from Go--g-- search here.
After installing Visual Studio 2019 preview(2022 preview), I have faced the same.
Opening Developer Command Prompt and after going to a particular folder,
cl test.cpp gave above error.
Resolve :
After installing Visual Studio 2022 preview or any other version, do reboot the system.
After rebooting, I could successfully, run the cl command, and compiled a test program without any of the above error.
I ran into this problem recently by trying to install LLVM/Visual Studio Code.
The Windows SDK installation is required for the clang compiler.
To install the Windwos SDK open/download the Visual Studio Installer and check the Windows 10 SDK in Desktop in development with C++
If you have the Windows SDK, and still have this error, go to project propreties -> VC++ -> Include Directories. then paste C:\Program Files (x86)\Windows Kits\10\Include(Version)\ucrt
Just note that I got the same error in Visual Studio 2022 installed on Win 10 Version 21H2. Solution was to install latest Windows 10 SDK from here and then restart the computer.
I ran into this problem, I tried updating the SDK through Visual Studio as mentioned above to no avail. One thing I did was used an old PC to download the SDK, transferred the contents via USB. Took the File directory that Visual Studio was looking in, and copied everything over from the downloaded SDK in the USB to that file path/directory as mentioned in Visual Studio.
Hope this helps.