4.1.0 won't open previous project

I just downloaded the 4.1.0 update. Now my project won’t open. It says, “The Game module does not appear to be up to date. This may happen after updating the engine. Please recompile this module and try again”.

I don’t have any code in this project. It was from the 3rd person template. I did at one point click “add code to project” but I deleted the .h and .cpp of that class from the project. It told me the same thing when I did this a week ago, and I just built the source code and I was able to get back in the editor with my project. Now it’s not working. I try building and it succeeds but then when I open in the editor it says that message. How do I get this working now? Is there a way for me to completely remove that reference to code so I don’t have to deal with this. I was just exploring and added the code to see how it worked. I didn’t want to get my project in a state where it needs to be built.

Make sure when you build in visual studio, the configuration is set to “Development Editor”. You may have compiled the “Debug” or “Debug Editor” configuration. Which are not the modules loaded by the binary editor run from the launcher.

Cheers,
Nick

It is set to Development Editor.

Is there a way for me to remove that need from my project? I don’t want to build. I’m not doing any code or have any code in my project, so can I just remove some files that may be lingering?

BTW I can still open on the 4.0.2 unreal editor

Well if you delete the DLL for the game module, and delete the solution it generated, that aught to turn it back into a non-code project (i think). The way each minor release of the editor works is we install them side by side. So probably what is happening is your code project is still setup to build using the 4.0.2 include files…etc. So it’s marked as a 4.0.2 game module, you’d probably need to also make sure you regenerate the project files, for the newer version.

While we’re on that then it’s there a way to re-link it. I read elsewhere that there is a bat in the engine/build folders that registers it over but the location they indicated didn’t have that particular bat for me

It’s buried in the release notes, this should solve your problem :slight_smile:

Upgrading Projects

Some steps may be required to get your
4.0 project working in 4.1.

Upgrading Blueprint-only projects You
can load your existing project in the
new editor normally. Note: Some
Blueprint APIs may have changed
between versions, which could cause
warnings in your content. Read the
API Changes section for more
information.

Upgrading C++ code projects You’ll
need to recompile the C++ project for
the new version of Unreal Engine
Locate the .uproject file in your
game’s folder, and right click on it.
(on Mac, you can also Command + Click)
Select Switch Unreal Engine Version
→ 4.1 (on Mac, this is in a Services menu) Right
click to generate new C++ project
files, then recompile your game
normally. Note: Some C++ APIs may
have changed between versions, which
can cause compile errors. Read the
API Changes section for more
information.

https://www.unrealengine.com/blog/41-release-notes

Bah! I knew I read the solution somewhere. Thanks for the help, that worked.

It doesn’t turn into a non-code project - it would then say ‘Cannot find the module, please make sure it exists’ or something similar.

If I RMB on the .uproject file there’s no particular options, though I can edit it in notepad so the 4.0.2 is set to 4.1.0 but this doesn’t really help at all. So I’m still stuck with in VStudio it doesn’t see my project, and opening from the editor, it says Nope, as in the first post.

I put Games.uprojectdirs from my 4.0.2 UnrealEngine folder into my 4.1.0 UnrealEngine folder
And re-ran generateprojectfiles.bat and now VStudio shows my Games\ProjectName correctly.for 4.1 .sln

; These folders will be searched 1 level deep in order to find projects
; UnrealBuildTool will store the following information:
; - Project name
; - Location of project
; - Whether it has code or not
; - TargetNames contains at the project location

How to trick it into thinking it doesn’t have code?