UnrealHeaderTool fails for target- DX Runtimes did not solve

Hello everyone. Hopefully this will be a quick-fix. I recently re-installed VS2013, and have been having troubles building anything for UE4 at all. I’ve tried installing the June 2010 runtimes, and have made sure my environment variables are set properly since the reinstall. Unfortunately, I’m still receiving this error:

1>------ Build started: Project:
Shale, Configuration:
Development_Editor x64 ------ 1>
Parsing headers for ShaleEditor
1> E:/Shale/Shale/Source/Shale/ShaleHud.h(23)
: Expected an include at the top of
the header: ‘include
“ShaleHud.generated.h”’

1>EXEC : error : Failed to generate code for ShaleEditor 1>EXEC : error :
UnrealHeaderTool failed for target
‘ShaleEditor’ (platform: Win64, module
info:
E:\Shale\Shale\Intermediate\Build\Win64\ShaleEditor\Development\UnrealHeaderTool.manifest).

1>C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5):
error MSB3073: The command
““C:\Program Files\Unreal
Engine\4.0\Engine\Build\BatchFiles\Build.bat” ShaleEditor Win64 Development
“E:\Shale\Shale\Shale.uproject”
-rocket” exited with code -1.

Any help on this matter would be GREATLY appreciated. Thank you!!

This is an image of the error report.

It seems like this error has stopped happening, but I’m still receiving this at the end, regardless of what project I’m compiling (obviously, the referenced directory changes):

1>ERROR : UBT error : Failed to produce item: E:\Shale\Shale\Binaries\Win64\UE4Editor-Shale.dll
1> Cumulative action seconds (8 processors): 0.00 building projects, 38.27 compiling, 0.00 creating app bundles, 0.00 generating debug info, 0.00 linking, 0.00 other
1> UBT execution time: 37.36 seconds
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073: The command ““C:\Program Files\Unreal Engine\4.0\Engine\Build\BatchFiles\Build.bat” ShaleEditor Win64 Development “E:\Shale\Shale\Shale.uproject” -rocket” exited with code -1.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

Bury this. I am an absolute idiot. I kept digging into the Build.bat file thinking there was an error with it, not knowing that a failure to build is just an error in my own code with the Unreal Build Tool is then unable to handle. I fixed all the bugs in my code, and it compiled perfectly.