Unable to load Module
I'm trying to get UE4 running on Linux (Linux Mint 13.2) and have some problems. I build the Editor after this Manual: https://wiki.unrealengine.com/Building_On_Linux
The Editor is running just fine, but if I try to add a plugin for IDE support like it is described here: https://wiki.unrealengine.com/Running_On_Linux#Source_Code_Accessors I get a warning at startup in the console, after which a popup appears with the message:
After that the Editor closes.
The warning in the console is:
I tried it with the CodeLite and the Qt plugin, always changed the LinuxEngine.ini like descibed in the wiki and tried to start UE4Editor from ../UnrealEngine and from ../UnrealEngine/Engine/Binaries/Linux. Also I tried to start the editor with: "LD_LIBRARY_PATH=. ./UE4Editor" when i was in ../UnrealEngine/Engine/Binaries/Linux.
I would appreciate any help.
So when you get the error: "The game module 'MyGame' could not be loaded. There may be an operating system error or the module may not be properly set up." Means that there is a Windows DLL load error. (If you are not at windows, it is OS specific, but you need to figure it out yourself).
When you open your project in visual studio, you can pause the the debugger when the dialog appears. Unfortunately, this code is in core-Unreal, but luckily you can download the debug symbols as described here: https://answers.unrealengine.com/questions/77315/can-epic-release-the-pdb-files-for-each-official-e.html . In the main thread you see that the problem occurs (before the dialog) in the code: LoadModulesForProject()->LoadLibraryW(Filename); in WindowsPlatformProcess.cpp. Unfortunately they don't call GetLastError() to find out the exact problem. see suggestion here http://stackoverflow.com/questions/18522102/loadlibraryw-failing-to-load-dll-in-system32
Now to find out the which DLL is missing you must use the Windows Debugging tool GFLAGS https://msdn.microsoft.com/en-ca/library/windows/hardware/ff549557(v=vs.85).aspx. GFlags is included in Debugging Tools for Windows. Again unfortunately nobody writes down a good manual how to use it. So these are the steps:
"clAmdFft.Runtime.dll" This is the DLL that is giving problems. Either install it, the filepath is valid and configured in the project, make sure it is not corrupt and the right version x86/x64.
In my case I added this library myself for the custom code I was using.
Now disable the GFLAGS again, because it will slow down your computer and restart.
answered May 14 '16 at 03:56 PM
It is CodeLiteSourceCodeAccessor not CodeLiteSourceCodeAccess . if you want to use CodeLite ide use ue4.9 at least
answered Sep 07 '15 at 09:06 AM
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