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"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.

Plugin 'datasmithcontent' failed to load because module 'DatasmithContent' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.

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.

Product Version: UE 4.18
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asked Mar 25 '18 at 06:14 PM in Packaging & Deployment

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alexdubois
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4 answers: sort voted first

Deleting the Intermediates, Saved, and Build directories resolved this issue for me.

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answered Mar 25 '18 at 06:53 PM

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alexdubois
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avatar image Arty-McLabin Mar 26 '18 at 08:18 PM

glad to hear that you've worked that out :]

avatar image ylmoro Jun 05 '18 at 03:59 AM

have you solved this problem?i have this problem too

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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

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answered Jun 05 '18 at 05:15 AM

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ylmoro
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avatar image HullzAngel Sep 03 '18 at 03:25 PM

ylmoro was right, that fixed it for me. Cheers buddy, thought I was on the verge of losing my project and backup to a non-existent plugin problem!

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Try finding the plugin in this folder under your game dir. (check children folders of Plugins too)

alt text Otherwise, does the engine load up or gives the error at the attempt?

screenshot-1.png (36.0 kB)
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answered Mar 25 '18 at 06:26 PM

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Arty-McLabin
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avatar image alexdubois Mar 25 '18 at 06:54 PM

Thanks for the help, Arty, but I don't have that folder. I have not added any non-default plugins to this project.

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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

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answered Mar 06 '19 at 05:39 PM

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HariNomad
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