Engine Modules outofdate. Please rebuild with your IDE. [Linux, CLion, UE4 4.27]

Engine Modules are out of date, and cannot be compiled while the engine is running. Please rebuild through your IDE.

Salut,

i managed to compile UE4 4.27 on Linux (debian). The Engine it self can be opened and the template projects are working. “BUT”

While following BullCowGame-starter-kit, and trying to open the BullCowGame.uproject
i get this message:

Modules-From-Diff-Version

Click “no”. Nothing will happen and i have to terminate the process “UE4Editor”.
Click “yes”. Then i will get the next error message:

Now we are at the interesting part, the IDE in use is CLion. And my “right click on the .uproject” does not contain “make visual studio project files” nor “create files with CLion”.

Attempts:

1.) Open: BullCowGame.uproject with Clion.
Result:

{
	"FileVersion": 3,
	"EngineAssociation": "{0004E747-08D9-C04C-D742-1F8C9E3D426E}",
	"Category": "",
	"Description": "",
	"Modules": [
		{
			"Name": "BullCowGame",
			"Type": "Runtime",
			"LoadingPhase": "Default",
			"AdditionalDependencies": [
				"Engine"
			]
		}
	]
}

2.) Open: BullCowGameTarget.cs / BullCowGameEditor.cs

// Fill out your copyright notice in the Description page of Project Settings.

using UnrealBuildTool;
using System.Collections.Generic;

public class BullCowGameTarget : TargetRules
{
	public BullCowGameTarget(TargetInfo Target) : base(Target)
	{

		Type = TargetType.Game;
		DefaultBuildSettings = BuildSettingsVersion.V2;

		ExtraModuleNames.AddRange( new string[] { "BullCowGame" } );
	}
}

// Fill out your copyright notice in the Description page of Project Settings.

using UnrealBuildTool;
using System.Collections.Generic;

public class BullCowGameEditorTarget : TargetRules
{
	public BullCowGameEditorTarget(TargetInfo Target) : base(Target)
	{
		Type = TargetType.Editor;
		DefaultBuildSettings = BuildSettingsVersion.V2;

		ExtraModuleNames.AddRange( new string[] { "BullCowGame" } );
	}
}

I added "DefaultBuildSettings = BuildSettingsVersion.V2; to both files.

3.) Console Commands, compiling with the BuildTool and the Project files ?!
I have absolutely no idea what i am doing here.
The compile started and it states:

/UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool.exe Development 
Linux -Project="/Unreal_Projects/BullCow/BullCowGame-starter-kit/BullCowGame.uproject" 
-TargetType=Editor -Progress

Invalid makefile for BullCowGameEditor ( source file removed )
@progresss push 5%
@progresss ‘Generating code…’ 0%
Invalid makefile for UnrealHeaderTool ( source file removed )
@progresss push 5%
@progresss ‘Generating code…’ 0%
@progresss ‘Generating code…’ 67%
@progresss ‘Generating code…’ 100%


@progresss ‘Compiling C++ source Code…’ 0%


Building BullCowGameEditor…
[1/ 1834]

[685/1834

[1179/1834]

running


Goal:

I wanted to “open” the existing project “BullCowGame”. It seems it is outdated and need to be rebuild.

Questions:

1.) What am I (re)building here…?
2.) Is this the normal routine when importing an outdated project ?
3.) How do i build with Clion instead of the console ?
4.) Can anyone please help me out! I would like to open the actual project inside the UE4 Editor 4.27 on Linux ?

Thanks,

DGR

Your project and parts of the engine. Which is why you needed to compile with the build tool directly as it can’t modify the engine whilst you’re using it, which is what was happening when you tried to launch it initially.

If it contains C++ code, yes.

Have Unreal generate a CLion project and then open the workspace with CLion and use the build action.

https://blog.jetbrains.com/clion/2016/10/clion-and-ue4/
Build actions | CLion

Hi DanM,

thanks for the reply. The compile finished, it took hours and the project can now be opened.

Because i was mainly working with Unity and C#, compiling the whole project/engine and waiting for hours before one can start to work is a bit daunting.

Tips for creating games with Unreal Engine 4 in CLion | The CLion Blog
Now you need to generate CMake for your Unreal Engine project. For this, go to File | Refresh CLion Project (don’t forget to do this every time you change the project, for example add a new class):

This is not possible, because the project did not open at all, without recompiling. So its not really helping to get a solution, in the case that the modules are out of date.

So i guess there is not other way “except for recompiling with the console , which can takes many hours” !?

Regards,

DGR

You should be able to launch the engine (after building it) and create a blueprint project. From there you can edit the editor preferences.

This topic was automatically closed 20 days after the last reply. New replies are no longer allowed.

Privacy & Terms