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Non-editor build cannot depend on non-redistributable modules.

Whenever I try to cook a standalone build of my game, yy log is full of messages like this and I have completely no idea what is causing it. I have an separate editor module because we've been extending the editor a little, but so far as much as I looked through the code, we never include Editor files in our main module. Only in the editor one, which is also added only in editor build, so what is going on?

 UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: Non-editor build cannot depend on non-redistributable modules. d:\Unreal Projects\Insection\Binaries\Win64\Insection2DApproach-Win64-Shipping.exe depends on 'EditorStyle', 'EditorWidgets', 'Settings', 'SourceCodeAccess', 'SourceControl', 'WorkspaceMenuStructure', 'CurveAssetEditor', 'DesktopPla
 tform', 'TargetPlatform', 'MessageLog', 'ClassViewer', 'HardwareTargeting', 'DirectoryWatcher', 'AddContentDialog', 'GameProjectGeneration', 'UATHelper', 'Merge', 'BlueprintGraph', 'KismetWidgets', 'ActorPickerMode', 'RawMesh', 'ClothingSystemEditorInterface', 'AdvancedPreviewScene', 'SkeletonEditor', 'StatsViewer', 'DeviceProfileServices', 'SceneOutliner', 
 'MovieSceneCaptureDialog', 'SequencerWidgets', 'SequenceRecorderSections', 'Sequencer', 'MeshReductionInterface', 'HierarchicalLODUtilities', 'HierarchicalLODOutliner', 'PixelInspectorModule', 'FunctionalTesting', 'DeviceManager', 'ExternalImagePicker', 'SharedSettingsWidgets', 'SettingsEditor', 'UnrealEdMessages', 'ScreenShotComparisonTools', 'AutomationCon
 troller', 'AutomationWindow', 'DesktopWidgets', 'ScreenShotComparison', 'ProfilerMessages', 'ProfilerClient', 'Profiler', 'SessionFrontend', 'SlateReflector', 'Layers', 'LandscapeEditor', 'Localization', 'InternationalizationSettings', 'ConfigEditor', 'ComponentVisualizers', 'DetailCustomizations', 'FoliageEdit', 'WorldBrowser', 'NewLevelDialog', 'DeviceProf
 ileEditor', 'CollectionManager', 'PlacementMode', 'TreeMap', 'SizeMap', 'ReferenceViewer', 'LauncherServices', 'IntroTutorials', 'ViewportInteraction', 'VREditor', 'LevelEditor', 'SequenceRecorder', 'AnimationEditor', 'Persona', 'AnimationModifiers', 'MeshBoneReduction', 'AnimationBlueprintEditor', 'SceneDepthPickerMode', 'SkeletalMeshEditor', 'QuadricMeshRe
 duction', 'MaterialBaking', 'MeshUtilities', 'StaticMeshEditor', 'MeshMergeUtilities', 'MaterialUtilities', 'MaterialEditor', 'MovieSceneTools', 'KismetCompiler', 'DerivedDataCache', 'HotReload', 'BlueprintCompilerCppBackend', 'BlueprintNativeCodeGen', 'BlueprintProfiler', 'Kismet', 'GraphEditor', 'LocalizationCommandletExecution', 'LocalizationService', 'Tr
 anslationEditor', 'UndoHistory', 'ProjectTargetPlatformEditor', 'OutputLog', 'LocalizationDashboard', 'MainFrame', 'TextureEditor', 'CurveTableEditor', 'DataTableEditor', 'DestructibleMeshEditor', 'FontEditor', 'AudioEditor', 'AssetTools', 'SourceControlWindows', 'PackagesDialog', 'ContentBrowser', 'Documentation', 'PropertyEditor', 'AnimGraph', 'InputBindin
 gEditor', 'SwarmInterface', 'TargetDeviceServices', 'MeshPaint', 'MeshPaintMode', 'PluginWarden', 'ClothingSystemEditor', 'PIEPreviewDeviceProfileSelector', 'BspMode', 'GameplayDebugger', 'DistCurveEditor', 'Cascade', 'UMGEditor', 'Matinee', 'EditorSettingsViewer', 'PhAT', 'ProjectLauncher', 'StringTableEditor', 'GeometryMode', 'TextureAlignMode', 'Blutility
 ', 'ShaderCompilerCommon', 'ShaderPreprocessor', 'ShaderFormatVectorVM', 'NiagaraEditor', 'MergeActors', 'ProjectSettingsViewer', 'PListEditor', 'AIGraph', 'BehaviorTreeEditor', 'EnvironmentQueryEditor', 'ViewportSnapping', 'GameplayTasksEditor', 'IOSPlatformEditor', 'HTML5TargetPlatform', 'HTML5PlatformEditor', 'GeometryCacheEd', 'OverlayEditor', 'ClothPain
 ter', 'AndroidDeviceDetection', 'AndroidPlatformEditor', 'UnrealEd'.


Here is my Target.cs file

 using UnrealBuildTool;
 using System.Collections.Generic;
 
 public class Insection2DApproachTarget : TargetRules
 {
     public Insection2DApproachTarget(TargetInfo Target) :
         base(Target)
     {
         Type = TargetType.Game;
 
         ExtraModuleNames.Add("Insection2DApproach");
 
         if (UEBuildConfiguration.bBuildEditor)
         {
             ExtraModuleNames.Add("Insection2DApproachCustomEditor");
         }
     }
 
     //
     // TargetRules interface.
     //
 
 }


Here is my game Build.cs file

 using UnrealBuildTool;
 
 public class Insection2DApproach : ModuleRules
 {
     public Insection2DApproach(ReadOnlyTargetRules Target) : 
         base(Target)
     {
         PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Paper2D", "CableComponent" });
 
         PrivateDependencyModuleNames.AddRange(new string[] {  });
 
         // Uncomment if you are using Slate UI
         // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
         
         // Uncomment if you are using online features
         // PrivateDependencyModuleNames.Add("OnlineSubsystem");
 
         // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
     }
 }


What can possible cause this? My cook log is filled with these errors, some are a little different but they all say that I'm trying to build with modules that are non-redistributable. UE 4.17

Product Version: UE 4.17
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asked Sep 24 '17 at 03:41 PM in Packaging & Deployment

avatar image

Pablo1517
26 1 7 10

avatar image Pablo1517 Sep 24 '17 at 04:08 PM

I just want to add that there is probability that this started happening AFTER migration from 4.13 to 4.17, but I can't revert back to 4.13 at the moment to make sure.

avatar image Peter.Maandag Feb 12 '18 at 01:50 PM

We're experiencing the same problem, did you ever fix it?

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