"Plugin 'X' failed to load because module 'X' could not be found.
After some downtime, I pulled an old project and tried to run it on an iOS device, but I receive the message below.
I do not have and am not using Datasmith. I have no extra plugins installed for the project or for the engine.
When I run the project on macOS, it runs just fine. I have tried deleting the engine and redownloading (I'm using the pre-built engine from the launcher), but I get the same message.
Deleting the Intermediates, Saved, and Build directories resolved this issue for me.
answered Mar 25 '18 at 06:53 PM
i know the reason,have you ever use this old project in 4.19?if that,you should delete the app on your phone and then reload it
answered Jun 05 '18 at 05:15 AM
Try finding the plugin in this folder under your game dir. (check children folders of Plugins too)
Otherwise, does the engine load up or gives the error at the attempt?
answered Mar 25 '18 at 06:26 PM
If it is a prebuild version of unreal what you can do is copy the "BuildId" tag from another plugin within /Binaries/Win64/UE4Editor.modules into the same file of the "X" module.
For Eg: "BuilId" tag in
Engine\Plugins\Animation\LiveLink\Binaries\Win64\UE4Editor.module to X\Binaries\Win64\UE4Editor.module
answered Mar 06 '19 at 05:39 PM
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