x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Unreal Engine 4 Broken? VS2015 update 3

Appears UE4 is off the menu, ever since Visual Studio 2015 updated (update 3), UE4 is broken. Any ideas?

The solutions from googlefu for adding path to VS2015 doesn't correlate to the menus I have so not sure where or what paths to add if any?

If I try to create a C++ project if fails with the following message:

         Running C:/Program Files (x86)/Epic Games/4.12/Engine/Binaries/DotNET/UnrealBuildTool.exe DevTest02 Development Win64 -project="U:/Documents/Unreal Projects/DevTest02/DevTest02.uproject" -editorrecompile -progress -noubtmakefiles -NoHotReloadFromIDE
         @progress push 5%
         Parsing headers for DevTest02Editor
           Running UnrealHeaderTool "U:\Documents\Unreal Projects\DevTest02\DevTest02.uproject" "U:\Documents\Unreal Projects\DevTest02\Intermediate\Build\Win64\DevTest02Editor\Development\DevTest02Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
         Reflection code generated for DevTest02Editor in 2.3819587 seconds
         @progress pop
         Performing 7 actions (4 in parallel)
         [2/7] Resource PCLaunch.rc
         [3/7] Resource ModuleVersionResource.rc.inl
         PCH.DevTest02.h.cpp
         C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\INCLUDE\crtdefs.h(10): fatal error C1083: Cannot open include file: 'corecrt.h': No such file or directory
         ERROR: UBT ERROR: Failed to produce item: U:\Documents\Unreal Projects\DevTest02\Binaries\Win64\UE4Editor-DevTest02.dll
         Total build time: 7.71 seconds


So I created a blueprint project, this worked. I then went and added a c++ actor class and it failed again. This time with this as an error message:

         LogPlatformFile: Not using cached read wrapper
         LogInit:Display: RandInit(1022778296) SRandInit(1022778297).
         LogTaskGraph: Started task graph with 4 named threads and 7 total threads with 1 sets of task threads.
         LogStats: Stats thread started at 0.073814
         LogInit: Version: 4.12.5-3039270+++UE4+Release-4.12
         LogInit: API Version: 2992821
         LogInit: Net Version: 3039270
         LogDevObjectVersion: Number of dev versions registered: 13
         LogDevObjectVersion:   Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 3
         LogDevObjectVersion:   Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
         LogDevObjectVersion:   Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 1
         LogDevObjectVersion:   Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 2
         LogDevObjectVersion:   Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 6
         LogDevObjectVersion:   Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0
         LogDevObjectVersion:   Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
         LogDevObjectVersion:   Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
         LogDevObjectVersion:   Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
         LogDevObjectVersion:   Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
         LogDevObjectVersion:   Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 2
         LogDevObjectVersion:   Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 0
         LogDevObjectVersion:   Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
         LogInit: Compiled (64-bit): Jul  6 2016 09:09:46
         LogInit: Compiled with Visual C++: 19.00.23026.00
         LogInit: Build Configuration: Development
         LogInit: Branch Name: ++UE4+Release-4.12
         LogInit: Command line: -EpicPortal 
         LogInit: Base directory: C:/Program Files (x86)/Epic Games/4.12/Engine/Binaries/Win64/
         LogInit: Installed Engine Build: 1
         LogInit: Using libcurl 7.41.0
         LogInit:  - built for x86_64-pc-win32
         LogInit:  - supports SSL with WinSSL
         LogInit:  - other features:
         LogInit:      CURL_VERSION_SSL
         LogInit:      CURL_VERSION_IPV6
         LogInit:      CURL_VERSION_ASYNCHDNS
         LogInit:      CURL_VERSION_LARGEFILE
         LogInit:      CURL_VERSION_IDN
         LogInit:  CurlRequestOptions (configurable via config and command line):
         LogInit:  - bVerifyPeer = true  - Libcurl will verify peer certificate
         LogInit:  - bUseHttpProxy = false  - Libcurl will NOT use HTTP proxy
         LogInit:  - bDontReuseConnections = false  - Libcurl will reuse connections
         LogInit:  - CertBundlePath = nullptr  - Libcurl will use whatever was configured at build time.
         LogInit: Presizing for max 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
         LogInit: Object subsystem initialized
         LogInit: Selected Device Profile: [Windows]
         LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
         LogInit: Computer: DESKTOP-US9TTJ8
         LogInit: User: ******
         LogInit: CPU Page size=65536, Cores=4
         LogInit: High frequency timer resolution =3.905115 MHz
         LogMemory: Memory total: Physical=15.9GB (16GB approx)
         LogMemory: Platform Memory Stats for Windows
         LogMemory: Process Physical Memory: 190.76 MB used, 190.76 MB peak
         LogMemory: Process Virtual Memory: 195.21 MB used, 195.21 MB peak
         LogMemory: Physical Memory: 6610.92 MB used, 16331.82 MB total
         LogMemory: Virtual Memory: 554.52 MB used, 134217728.00 MB total
         LogTextLocalizationManager: No specific translations for ('en-GB') exist, so ('en') translations will be used.
         LogD3D11RHI: D3D11 adapters:
         LogD3D11RHI:    0. 'NVIDIA GeForce GTX 980' (Feature Level 11_0)
         LogD3D11RHI:       4060/0/8165 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:1, VendorId:0x10de
         LogD3D11RHI:    1. 'Microsoft Basic Render Driver' (Feature Level 11_0)
         LogD3D11RHI:       0/0/8165 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
         LogD3D11RHI: Chosen D3D11 Adapter: 0
         LogD3D11RHI: Creating new Direct3DDevice
         LogD3D11RHI:     GPU DeviceId: 0x13c0 (for the marketing name, search the web for "GPU Device Id")
         LogWindows: EnumDisplayDevices:
         LogWindows:    0. 'NVIDIA GeForce GTX 980' (P:1 D:1)
         LogWindows:    1. 'NVIDIA GeForce GTX 980' (P:0 D:0)
         LogWindows:    2. 'NVIDIA GeForce GTX 980' (P:0 D:0)
         LogWindows:    3. 'NVIDIA GeForce GTX 980' (P:0 D:0)
         LogWindows: DebugString: FoundDriverCount:4 
         LogD3D11RHI:     Adapter Name: NVIDIA GeForce GTX 980
         LogD3D11RHI:   Driver Version: 368.81 (internal:10.18.13.6881, unified:368.81)
         LogD3D11RHI:      Driver Date: 7-10-2016
         LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
         LogD3D11RHI: Async texture creation enabled
         LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 2)
         LogShaderCompilers: Guid format shader working directory is 8 characters bigger than the processId version (U:/Documents/Unreal Projects/DevTest03/Intermediate/Shaders/WorkingDirectory/8688/).
         LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/amiga/AppData/Local/Temp/UnrealShaderWorkingDir/2A57FDC5445916D534EB9B9DD93B99A3/'.
         LogShaderCompilers:Display: Using Local Shader Compiler.
         LogTemp:Display: Loaded TP AllDesktopTargetPlatform
         LogTemp:Display: Loaded TP WindowsClientTargetPlatform
         LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
         LogTemp:Display: Loaded TP WindowsServerTargetPlatform
         LogTemp:Display: Loaded TP WindowsTargetPlatform
         LogTemp:Display: Loaded TP AndroidTargetPlatform
         LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
         LogTemp:Display: Loaded TP Android_ATCTargetPlatform
         LogTemp:Display: Loaded TP Android_DXTTargetPlatform
         LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
         LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
         LogTemp:Display: Loaded TP Android_MultiTargetPlatform
         LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
         LogTemp:Display: Loaded TP HTML5TargetPlatform
         LogTemp:Display: Loaded TP IOSTargetPlatform
         LogTemp:Display: Loaded TP TVOSTargetPlatform
         LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
         LogTemp:Display: Loaded TP LinuxServerTargetPlatform
         LogTemp:Display: Loaded TP LinuxTargetPlatform
         LogTargetPlatformManager:Display: Building Assets For Windows
         LogDerivedDataCache:Display: Max Cache Size: 512 MB
         LogDerivedDataCache: Loaded boot cache 0.04s 48MB C:/Users/amiga/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc.
         LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/amiga/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc
         LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file U:/Documents/Unreal Projects/DevTest03/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
         LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
         LogDerivedDataCache: FDerivedDataBackendGraph:  CompressedPak pak cache file U:/Documents/Unreal Projects/DevTest03/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
         LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
         LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
         LogDerivedDataCache: Using Local data cache path C:/Users/amiga/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
         LogInit: Selected Device Profile: [Windows]
         LogContentStreaming: Texture pool size is 0.00 MB
         LogMeshUtilities: No automatic mesh reduction module available
         LogMeshUtilities: No automatic mesh merging module available
         LogMeshUtilities: No distributed automatic mesh merging module available
         LogAssetRegistry: FAssetRegistry took 0.0217 seconds to start up
         LogPackageLocalizationCache: Processed 3 localized package path(s) for 2 prioritized culture(s) in 0.013937 seconds
         LogUObjectArray: 28739 objects as part of root set at end of initial load.
         LogUObjectAllocator: 5855632 out of 0 bytes used by permanent object pool.
         LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
         LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
         LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
         LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
         LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
         SourceControl: Info Source control is disabled
         SourceControl: Info Source control is disabled
         SourceControl: Info Source control is disabled
         SourceControl: Info Source control is disabled
         LogLinker:Warning: Can't find file '/Game/FirstPersonBP/FirstPersonOverview'
         LogLinker:Warning: Can't find file '/Game/FirstPersonBP/FirstPersonOverview'
         LogUObjectGlobals:Warning: Failed to find object 'Class /Game/FirstPersonBP/FirstPersonOverview.FirstPersonOverview_C'
         LogEngine: Initializing Engine...
         LogHMD: SteamVR failed to initialize.  Err: 126
         LogHMD: SteamVR failed to initialize.  Err: 126
         LogAIModule: Creating AISystem for world NewWorld
         LogInit: XAudio2 using 'Speakers (TASCAM US-322)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
         LogInit: FAudioDevice initialized.
         LogDerivedDataCache: Saved boot cache 0.02s 48MB C:/Users/amiga/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc.
         LogInit: Texture streaming: Enabled
         LogInit: Transaction tracking system initialized
         BlueprintLog: New page: Editor Load
         LocalizationService: Info Localization service is disabled
         LogFileCache: Scanning file cache for directory 'U:/Documents/Unreal Projects/DevTest03/Content/' took 0.01s
         LogCook:Display: Max memory allowance for cook 8192mb
         LogCook:Display: Mobile HDR setting 1
         SourceControl: Info Source control is disabled
         Cmd: MAP LOAD FILE="../../../Engine/Content/Maps/Templates/Template_Default.umap" TEMPLATE=1 SHOWPROGRESS=1 FEATURELEVEL=3
         LightingResults: New page: Lighting Build
         MapCheck: New page: Map Check
         LightingResults: New page: Lighting Build
         LogAIModule: Creating AISystem for world Untitled_1
         LogEditorServer: Finished looking for orphan Actors (0.000 secs)
         Cmd: MAP CHECKDEP NOCLEARLOG
         MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 26.585ms to complete.
         LogFileHelpers: Loading map 'Template_Default' took 0.199
         LogCollectionManager: Loaded 0 collections in 0.002110 seconds
         LogFileCache: Scanning file cache for directory 'U:/Documents/Unreal Projects/DevTest03/Saved/Collections/' took 0.01s
         LogFileCache: Scanning file cache for directory 'U:/Documents/Unreal Projects/DevTest03/Content/Developers/amiga/Collections/' took 0.01s
         LogFileCache: Scanning file cache for directory 'U:/Documents/Unreal Projects/DevTest03/Content/Collections/' took 0.01s
         LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000002 seconds
         LogContentBrowser: Native class hierarchy populated in 0.0070 seconds. Added 2047 classes and 369 folders.
         LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset -  0.000 s
         LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast -  0.000 s
         LogContentBrowser: Native class hierarchy updated for 'GameplayTags' in 0.0003 seconds. Added 12 classes and 0 folders.
         LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0002 seconds. Added 0 classes and 0 folders.
         LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0003 seconds. Added 0 classes and 0 folders.
         LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0003 seconds. Added 1 classes and 2 folders.
         LogCrashTracker: Crashtracker disabled due to settings.
         LogWindowsTextInputMethodSystem:Display: IME system now deactivated.
         **LogUObjectGlobals:Warning: Failed to find object 'Class None.'**
         LogContentBrowser: Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0003 seconds. Added 1 classes and 2 folders.
         LogLoad: Full Startup: 5.05 seconds (BP compile: 0.02 seconds)
         LogExternalProfiler: Found external profiler: VSPerf
         LogExternalProfiler: Using external profiler: VSPerf
         LogOcInput: OculusInput pre-init called
         LogContentStreaming: Texture pool size now 400 MB
         LogRenderer: Reallocating scene render targets to support 1484x896 (Frame:2).
         LogAssetRegistry: Asset discovery search completed in 2.9272 seconds
         LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000001 seconds (found 0 objects)
         LogCollectionManager: Fixed up redirectors for 0 collections in 0.000101 seconds (updated 0 objects)
         Running C:/Program Files (x86)/Epic Games/4.12/Engine/Binaries/DotNET/UnrealBuildTool.exe  -projectfiles -project="U:/Documents/Unreal Projects/DevTest03/DevTest03.uproject" -game -rocket -progress
         Discovering modules, targets and source code for project...
         LogHotReload: Recompiling module DevTest03...
         **LogVSAccessor:Warning: Couldn't access Visual Studio**
         Recompiling DevTest03...
         Launching UnrealBuildTool... [C:/Program Files (x86)/Epic Games/4.12/Engine/Binaries/DotNET/UnrealBuildTool.exe DevTest03 -Module DevTest03 Win64 Development -editorrecompile -canskiplink "U:/Documents/Unreal Projects/DevTest03/DevTest03.uproject"  -2015]
         Performing full C++ include scan (hot reloading a new target)
         Creating makefile for hot reloading DevTest03 (no existing makefile)
         Compiling game modules for hot reload
         Parsing headers for DevTest03Editor
           Running UnrealHeaderTool "U:\Documents\Unreal Projects\DevTest03\DevTest03.uproject" "U:\Documents\Unreal Projects\DevTest03\Intermediate\Build\Win64\DevTest03Editor\Development\DevTest03Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
         Reflection code generated for DevTest03Editor in 2.2869562 seconds
         Performing 7 actions (4 in parallel)
         [3/7] Resource ModuleVersionResource.rc.inl
         [2/7] Resource PCLaunch.rc
         PCH.DevTest03.h.cpp
         **C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\INCLUDE\crtdefs.h(10): fatal error C1083: Cannot open include file: 'corecrt.h': No such file or directory**
         **ERROR: UBT ERROR: Failed to produce item: U:\Documents\Unreal Projects\DevTest03\Binaries\Win64\UE4Editor-DevTest03.dll**
         Total build time: 6.72 seconds
         CompilerResultsLog: New page: Compilation - 20 Aug 2016 14:02:59
         CompilerResultsLog: Info Performing full C++ include scan (hot reloading a new target)
         CompilerResultsLog: Info Creating makefile for hot reloading DevTest03 (no existing makefile)
         CompilerResultsLog: Info Compiling game modules for hot reload
         CompilerResultsLog: Info Parsing headers for DevTest03Editor
         CompilerResultsLog: Info   Running UnrealHeaderTool "U:\Documents\Unreal Projects\DevTest03\DevTest03.uproject" "U:\Documents\Unreal Projects\DevTest03\Intermediate\Build\Win64\DevTest03Editor\Development\DevTest03Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
         CompilerResultsLog: Info Reflection code generated for DevTest03Editor in 2.2869562 seconds
         CompilerResultsLog: Info Performing 7 actions (4 in parallel)
         CompilerResultsLog: Info [3/7] Resource ModuleVersionResource.rc.inl
         CompilerResultsLog: Info [2/7] Resource PCLaunch.rc
         CompilerResultsLog: Info PCH.DevTest03.h.cpp
         **CompilerResultsLog: Info C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\INCLUDE\crtdefs.h(10): fatal error C1083: Cannot open include file: 'corecrt.h': No such file or directory**
         **CompilerResultsLog: Info ERROR: UBT ERROR: Failed to produce item: U:\Documents\Unreal Projects\DevTest03\Binaries\Win64\UE4Editor-DevTest03.dll**
         CompilerResultsLog: Info Total build time: 6.72 seconds
         LogMainFrame: MainFrame: Module compiling took 6.884 seconds






Product Version: UE 4.12
Tags:
more ▼

asked Aug 20 '16 at 01:14 PM in Using UE4

avatar image

Starglider17
1 2 4 5

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

It seems you are missing an include path.

In the msdn a microsoft developer answerde a question about the missing corecrt.h header:

Your project is missing that directory (C:\Program Files (x86)\Windows Kits\10\Include\10.0.10069.0\ucrt) from its include path. Ideally, your project should derive its IncludePath from the IncludePath set by the built-in Visual C++ targets that we provide with Visual Studio. If you do that, then this header would be picked up automatically. If you choose not to do this, you'll need to add this directory to your IncludePath (preferably by adding $(UniversalCRT_IncludePath).

His post can be found here: https://social.msdn.microsoft.com/Forums/vstudio/en-US/86bc577b-528c-469c-a506-15383a44c111/missing-corecrth-from-the-default-include-folder-for-vs215?forum=vcgeneral

I hope this helps!

more ▼

answered Aug 20 '16 at 01:22 PM

avatar image

fabianu
498 13 9 34

avatar image Starglider17 Aug 20 '16 at 07:15 PM

Yes, I found that one, and another describing where to add the include but the description of where and how to add the include path didn't match with what I was seeing with my Visual Studio so I hit a brick wall. I will see if I can find the file and create the path it's looking for, if not I will googlefu for a bit to see if I can find tutorials on setting paths for visual studio. I assume it must be done for VS not project based as it crashes on creation for c++ projects.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question