Migration fails from 4.12.5 to 4.14.3

Recently we attempted to migrate from 4.12.4 to 4.14.3… Instead of migrating smoothly, as we have every other time, I was directed to Visual Studio. We do have a segment of custom C++ to allow for custom Player Bindings but the error I’m getting when the migration fails is

“Running C:/Program Files/Epic Games/4.14/Engine/Binaries/DotNET/UnrealBuildTool.exe TempestEE Development Win64 -project=“D:/My Projects/Extinction Event/TempestEE 4.14 - 2/TempestEE.uproject” -editorrecompile -progress -noubtmakefiles -NoHotReloadFromIDE
@progress push 5%
Parsing headers for TempestEEEditor
Running UnrealHeaderTool “D:\My Projects\Extinction Event\TempestEE 4.14 - 2\TempestEE.uproject” “D:\My Projects\Extinction Event\TempestEE 4.14 - 2\Intermediate\Build\Win64\TempestEEEditor\Development\TempestEEEditor.uhtmanifest” -LogCmds=“loginit warning, logexit warning, logdatabase error” -Unattended -WarningsAsErrors -installed
LogPluginManager:Error: This project requires the ‘FixItNotePlugin’ plugin. Install it and try again, or remove it from the project’s required plugin list.
LogCompile:Error: Failed to initialize the engine (PreInit failed).
Error: UnrealHeaderTool failed for target ‘TempestEEEditor’ (platform: Win64, module info: D:\My Projects\Extinction Event\TempestEE 4.14 - 2\Intermediate\Build\Win64\TempestEEEditor\Development\TempestEEEditor.uhtmanifest, exit code: CrashOrAssert (3)).”

Knowing that the Fixit is not supporting 4.1.4.3 yet, I removed it from 4.12.5 prior to the migration attempt. After it had failed I also tried migrating to 4.13 with the same result.

We’re really in a bind. Any help is appreciated.

Install fixitnote in 4.12, see if there are still notes etc placed in your levels/etc.
delete them all.
clear any ue4 related cache. (often located at: C:\Users\XXX\AppData\Local\UnrealEngine)
see if there is still a reference to it in the Uprojectfile (open it in a text editor) and clear it if so.

clean up any references.

only then uninstall fixitnote.
Migrate.

should work.
good luck!

@Luos
I asked my team but you’re right I should check manually. I’ll check the cache and the uprojectfile.