[Resolved] UProperties not showing up after build in Visual Studio 2022

I am trying to build my code in Visual Studio 2022 but despite building the game while unreal is closed, the UProperties are not showing up in my Unreal Engine 5. They do show up after a Live code build but my data is gone

My Build Logs:

Build started...
1>------ Build started: Project: ObstacleAssault, Configuration: DebugGame_Editor x64 ------
2>------ Skipped Build: Project: UE5, Configuration: BuiltWithUnrealBuildTool Win64 ------
2>Project not selected to build for this solution configuration 
1>Using bundled DotNet SDK
1>Log file: C:\Users\Arijeet Baruah\AppData\Local\UnrealBuildTool\Log.txt
1>Using 'git status' to determine working set for adaptive non-unity build (D:\Unreal\ObstacleAssault).
1>Creating makefile for ObstacleAssaultEditor (no existing makefile)
1>Parsing headers for ObstacleAssaultEditor
1>  Running UnrealHeaderTool "D:\Unreal\ObstacleAssault\ObstacleAssault.uproject" "D:\Unreal\ObstacleAssault\Intermediate\Build\Win64\ObstacleAssaultEditor\DebugGame\ObstacleAssaultEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\Arijeet Baruah\AppData\Local\UnrealBuildTool\Log_UHT.txt" -installed
1>Reflection code generated for ObstacleAssaultEditor in 70.1227925 seconds
1>Building ObstacleAssaultEditor...
1>Using Visual Studio 2022 14.33.31629 toolchain (D:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.33.31629) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>Determining max actions to execute in parallel (6 physical cores, 12 logical cores)
1>  Executing up to 6 processes, one per physical core
1>  Requested 1.5 GB free memory per action, 6.8 GB available: limiting max parallel actions to 4
1>Building 9 actions with 4 processes...
1>[1/9] Resource Default.rc2
1>[2/9] Compile SharedPCH.Engine.NonOptimized.ShadowErrors.cpp
1>[3/9] Compile ObstacleAssault.init.gen.cpp
1>[4/9] Compile ObstacleAssault.cpp
1>[5/9] Compile MovingPlatform.gen.cpp
1>[6/9] Compile MovingPlatform.cpp
1>[7/9] Link UnrealEditor-ObstacleAssault-Win64-DebugGame.lib
1>   Creating library D:\Unreal\ObstacleAssault\Intermediate\Build\Win64\UnrealEditor\DebugGame\ObstacleAssault\UnrealEditor-ObstacleAssault-Win64-DebugGame.lib and object D:\Unreal\ObstacleAssault\Intermediate\Build\Win64\UnrealEditor\DebugGame\ObstacleAssault\UnrealEditor-ObstacleAssault-Win64-DebugGame.exp
1>[8/9] Link UnrealEditor-ObstacleAssault-Win64-DebugGame.dll
1>   Creating library D:\Unreal\ObstacleAssault\Intermediate\Build\Win64\UnrealEditor\DebugGame\ObstacleAssault\UnrealEditor-ObstacleAssault-Win64-DebugGame.suppressed.lib and object D:\Unreal\ObstacleAssault\Intermediate\Build\Win64\UnrealEditor\DebugGame\ObstacleAssault\UnrealEditor-ObstacleAssault-Win64-DebugGame.suppressed.exp
1>[9/9] WriteMetadata ObstacleAssaultEditor-Win64-DebugGame.target
1>Total time in Parallel executor: 64.80 seconds
1>Total execution time: 202.68 seconds
========== Build: 1 succeeded, 0 failed, 0 up-to-date, 1 skipped ==========

The code:

You are building the wrong configuration. It should Development Editor
image

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