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

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!

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.