[Closed] UniversalCRT include/library directories missing on project settings
So opening the project in Visual Studio 2015 constantly gives an error that the project was not able to compile due to
After some research, I found a way to fix the issue. I have to select the project in the Solution Explorer, then go to Project > Properties > VC++ Directories and add the following paths to Include Directories and Library Directories respectively:
After doing this, right-click the project and select "Clean" and then "Build".
After doing the steps above, everything builds and runs perfectly.
Here's the Microsoft announcement about these changes:
My questions is if I'm missing some package when I installed Visual Studio 2015 or is UnrealEngine missing these include/library paths once it's created?
Important note: I'm using Windows 10 and I don't have any previous version of Visual Studio on my system.
The question has been closed Feb 15 '17 at 10:24 PM by Stephen Ellis for the following reason:
The question is answered, right answer was accepted
After a long time trying to figure this out I found that the main reason of this bug. It is because I had Windows Driver Kit installed.
With Windows Driver Kit installed, the include and lib directories of Windows Kits had more than one directory inside (wdf + a bunch of others) in
To solve this issue, I just uninstalled Windows Driver Kit and now everything works. I suggest, though, a fix in the logic of Unreal Build Tool in case someone has the same problem I had and cannot uninstall Windows Driver Kit.
answered Oct 24 '15 at 05:22 AM
The include paths that you are referring to should be inherited by the project in Visual Studio. If you select either the Include or Library fields and click the drop-down arrow and select Edit, the window that appears should have a checkbox labeled "Inherit from parent or project defaults". Is that checked? If so, the Inherited Values section should include one or more macros. If you click the "Macros> >" button, it will show you a list of all of the available macros, and the paths that they contain. Check to make sure the macros that are shown in the Inherited Values section contain the path in the macros you listed above. In my case, the
answered Oct 22 '15 at 10:03 PM
So I was frustrated enough that I just downloaded the unreal engine source to figure out what was going on. Turns out the build tool looks for the registry "HKEY_LOCAL_MACHINE\\SOFTWARE\\Microsoft\\Windows Kits\\Installed Roots" for KitsRoot10, which points to the 64bit version. However, as far as I know there's no 64 bit include/source for Windows 10 SDK. So it's looking in the 64 bit for includes/libs/sources instead of the x86 folder. I manually changed KitsRoot10 to point to the x86 folder (so Program Files to Program Files (x86)) and things seem to be going smoothly, though this might indirectly break other things. Hopefully this helps other people with this issue and maybe in the future the build tool will also check both the 64 bit registry and then the 32 bit registry.
answered Oct 28 '16 at 06:44 AM
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