The game module 'SomethingEditor' could not be loaded. There may be an operating system error or the module may not be properly set up

I have edited the uproject file to add an editor folder for the C++ classes.

{
	"FileVersion": 3,
	"EngineAssociation": "4.18",
	"Category": "",
	"Description": "",
	"Modules": [
		{
			"Name": "Something",
			"Type": "Runtime",
			"LoadingPhase": "Default",
			"AdditionalDependencies": [
				"Engine",
				"UMG",
				"CoreUObject"
			]
		},
		{
			"Name": "SomethingEditor",
			"Type": "Editor",
			"LoadingPhase": "PostEngineInit"
		}
		],
	"Plugins": [
		{
			"Name": "CISQLite3",
			"Enabled": true
		}
		]
}

The reason is to separate the editor and actual game classes so I will be able to package the game.
What does this vague error mean? Why it doesn’t load the module?

Have you added a new folder in your source directory and a build.cs file? can you post the build.cs file as well? Epic Editor Module Tutorial

I found a lot of these errors can be solved by deleting the Binaries folder and building again.
If you cannot delete the binary folder it means UE is still alive and holding on files, so you need to end it with the task manager.

3 Likes

trackOfer:
Thank you !haha ,I had the problem same yours,but now I kill it.Thank you very much !!

Embarrassed…It still connot load the module…

Another variant of actions

check what errors you have in the log (Your project\Saved\Log). If it’s related to dll then there should be line with - Missing … something

You can Ignore this part if you have it (it’s usually at the beginning of the log)- LogWindows: Failed to load ‘aqProf.dll’ (GetLastError=126) LogWindows: File ‘aqProf.dll’ does not exist LogWindows: Failed to load ‘VtuneApi.dll’ (GetLastError=126) LogWindows: File ‘VtuneApi.dll’ does not exist LogWindows: Failed to load ‘VtuneApi32e.dll’ (GetLastError=126) LogWindows: File ‘VtuneApi32e.dll’ does not exist

you should search for LogWindows: Failed to load ‘:confused: …/Your Project/Binaries/Win64/UE4Editor-…dll’ (GetLastError=126) something like this

and after this should be message about missing something

Overall suggestion would be - read your log for missing modules\errors, check your Path variable, try to remember what libraries did you link in your project (maybe you installed something and it was added to the Path automatically). If this is dll related error and you will find the cause - you can download needed dll and place it in the project binaries (well, the path will be in the Log) or add to the Path var

3 Likes

Thank you; this solved my problem.

1 Like

Solved mine as well. Thank you!

I copied my project from a different computer that had unreal engine on it. The new computer said “do you want to rebuild?”. Chose yes. It rebuilt. Then started the editor. When the editor loading reached 71% it gave me that error.

Deleted binaries like you said. Opened epic launcher, opened the project. Got the rebuild prompt again. Built. Editor loaded past 71%. My project opened. Success!

I had input bindings that disappeared (Im sure it’s due to the copy pasting from PC to PC not because of the deleted binaries) and broke some blueprints in the process. But that’s minor. Nevertheless it happened. So I thought I’d note it here while im writing. Thank you

1 Like

I know this is an old question, but I found it as I searched for the answer to this, so I thought I’d share my solution:

In my case I was making an editor module for a plugin I was creating, and I forgot to include one of the Plugin dependencies in my .uplugin file. I was using “UEditorAssetLibrary” that is located in the “EditorScriptingUtilities” Plugin rather than directly in the editor source. It compiled file, no errors, but when I went to run the project it gave me the above error. The solution was to add it to the “Plugins” section of the .uplugin file. In the above question, it would need to be added to the .uproject file:

"Plugins": [
		{
			"Name": "CISQLite3",
			"Enabled": true
		},
		{
			"Name": "EditorScriptingUtilities",
			"Enabled": true
		}
	]
2 Likes

Deleting the binaries folder does nothing.

This is an old thread but I also I had the same error now and the title says it all. Only that in my case I updated something that I’m using and because it was now in a different location as the folder name contains the version, I was pointing to the wrong folder. What helped me was reading the log located: Project Folder\Saved\Logs. There look for the last file that was created (ProjectName.log). And inside it were 2 lines that pointed to the problem:

LogWindows: Failed to load 'ProjectLocation/ProjectName/Binaries/Win64/UnrealEditor-ProjectName.dll' (GetLastError=126)

And the next line after that which for me was a clear indication:

LogWindows: Missing import: DllName.dll

And so in my case I had to change to the new location, and removing Binaries and recreating them wouldn’t have helped.

Thank your reply,I find my error.

I have solved my problem thank to you.Appreciate the help!

Sorry to necro the old post, but I was trying to add multiple modules and thought that adding them via Visual Studio then cleaning/rebuilding/regenerating project files etc… would do the trick, but it wasn’t working… Every time I added a folder/file to my module via Visual Studio, after generating the files, the files disappeared and were marked as hidden files. I tried to reinclude them to the project, and when I did they were placed at the project Source/ level. So I recreated the hierarchy and washed/rinsed/repeated just to be slapped in the face again…

Finally what solved it was creating the files/folders via the Windows file explorer, then after generating the project files they did not disappear and UBT was able to find them and all is working fine now. Thought creating the folders files via VS would be writing that structure to the file system, but it turns out that it strangely doesn’t work like that… Anyhow, hopefully somebody finds this useful