Problem with unreal engine compiling project in c++

My version is UE 4.13.2 I launch it through Epic games (the default way). I installed vs 2015 with its toolchain and used custom install . I have windows SDK 8.1 , I m on windows 10 . When I try to open my C ++ project it says Missing [the project name] Modules : The following modules are missing or build with different engine version . Would you like to rebuilt , if I say “No” obviously nothing will happen , so I press “Yes” , when I do so it says [the project name] could not be compiled . Try rebuilding from source manually . Tried many solutions all from forums , tried even reinstalling UE . Nothing helps . Please help me , I want to work with your engine :frowning: .

Hello thekiller9590,

Can you try opening up the solution (the .sln file) in your project’s directory, right-clicking the project’s module in the Solution Explorer, and selecting build?

This process will likely fail as well as it’s doing the same thing as when you selected “Yes” on that previous dialogue, but it should be able to give you some error messages this way. When it finishes compiling, can you post the entire Output Log here? Uploading it as a .txt file would be best, in case it’s long.

Hopefully this will give us some information on what’s causing this issue.

We haven’t heard from you in a while, thekiller9590. Are you still experiencing this issue? If so, can you provide the information requested in my previous comment? In the meantime, I’ll be marking this as resolved for tracking purposes.

hi,i got a similar problem, here are the log ,how can i do?

[7/7] Link UE4Editor-myEcpp.dll
???ڴ??? E:\MyProjects\myEcpp\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-myEcpp.lib ?Ͷ??? E:\MyProjects\myEcpp\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-myEcpp.exp
myEcpp.cpp.obj : error LNK2019: ?޷???ⲿ??? “__declspec(dllimport) public: static class TBaseDelegate & __cdecl FCoreDelegates::GetObjectArrayForDebugVisualizersDelegate(void)” (_imp?GetObjectArrayForDebugVisualizersDelegate@FCoreDelegates@@SAAEAV?$TBaseDelegate@PEAVFFixedUObjectArray@■■■$V@@XZ)???÷???ں??? “void __cdecl `dynamic initializer for ‘GObjectArrayForDebugVisualizers’'(void)” (??__EGObjectArrayForDebugVisualizers@@YAXXZ) ?б???
myEcppGameMode.cpp.obj : error LNK2001: ?޷???ⲿ??? “public: virtual bool __cdecl AGameMode::SetPause(class APlayerController *,class TBaseDelegate)” (?SetPause@AGameMode@@UEAA_NPEAVAPlayerController@@anonymous_user_e71e0d8a?$TBaseDelegate@_N$$$V@@@Z)
myEcpp.generated.cpp.obj : error LNK2001: ?޷???ⲿ??? “public: virtual bool __cdecl AGameMode::SetPause(class APlayerController *,class TBaseDelegate)” (?SetPause@AGameMode@@UEAA_NPEAVAPlayerController@@anonymous_user_e71e0d8a?$TBaseDelegate@_N$$$V@@@Z)
E:\MyProjects\myEcpp\Binaries\Win64\UE4Editor-myEcpp.dll : fatal error LNK1120: 2 ???޷???ⲿ???
ERROR: UBT ERROR: Failed to produce item: E:\MyProjects\myEcpp\Binaries\Win64\UE4Editor-myEcpp.dll
Total build time: 55.34 seconds

Hello ,

I’m not sure that this is related to the issue that thekiller9590 was reporting, as he never provided any error messages. From looking at your information though, it seems that all of the important information isn’t being included. It looks like Visual Studio isn’t set up to display your language and is replacing all of the error messages in your language as question marks (?). Without being able to see those messages, I can’t tell what exactly is going on.

We haven’t heard from you in a while, . Are you still experiencing this issue? If so, can you provide the information I requested in my previous post? In the meantime, I’ll be marking this issue as resolved for tracking purposes.