[UPDATE] LNK1181 Error: cannot open input file 'C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\Win64\UE4-UMGEditor.lib'
So, after going through all of my files, I did find one preprocessor include directive that referenced "Blueprint.h". I removed it, but am still getting errors, although different. The project still compiles successfully with Editor build configurations.
Any advice would be appreciated.
Error: C1083 Cannot open include file: 'WidgetBlueprint.generated.h': No such file or directory
So this is kind of a weird one for me. I've experienced similar issues like this before, but this time I have a large project relying on it, so I can't exactly rebuild the project to get around this issue. I'm hoping someone can help me with this issue.
Everything works great if I build the project with the Editor, but get this error when trying to package or build without the editor.
Build Configurations that work: Debug Game Editor, Development Editor Build Configurations that cause errors: Debug Game, Development, Shipping
My Project Build.cs file:
I believe I have all the necessary modules needed to use UMG. I have created an extended UserWidget C++ class that doesn't inherit from WidgetBlueprint.h, but rather from UserWidget.h as should.
Extended Widget Blueprint class that I build:
Maybe I'm just missing something, but it doesn't make sense to me why my project compiles for Editor builds, but won't package or work with any other builds. Any help would be most grateful. Thank you in advanced!
Alright, so for anyone having any of the aforementioned issues, I finally figured out what was causing the problems.
I would also like to credit this posting for helping me weed out the issues: https://answers.unrealengine.com/questions/3533/bug-lnk1181-cannot-open-input-file.html
If you are experiencing Error: C1083 Cannot open include file: 'WidgetBlueprint.generated.h': No such file or directory, then somewhere in your c++ code, you have tried including "BlueprintWidget.h". It took me a few hours, but I finally figured out my mistake. If you say you haven't used it, look again just to be sure, because I was on that bandwagon as well and ended up finding where I used it. Mistakes happen, especially when doing large projects, so don't feel bad if 90% of your UserWidget extensions correctly use "Blueprints/UserWidget.h" and you accidentally include "Blueprint.h" on one of your header files.
If you are experiencing LNK1181: cannot open input file 'C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\Win64\UE4-UMGEditor.lib' on Development, Shipping, or DebugGame builds, then make sure that in your "Project.Build.cs" file, you have either removed "UMGEditor" or added an if statement to dynamically add UMGEditor on Editor builds only.
Here is an example of the correct project.Build.cs solution:
With the main focus being here:
Have you tried removing "UMGEditor" from your list of modules?
I'm able to create custom UserWidgets just fine, and I'm not including that module. Your widget and Build.cs look similar to mine otherwise.
answered Jul 11 '17 at 07:15 PM
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