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Unable to rebuild from source manually

Whenever I create a new project, the project will fail to compile with a missing UE4Editor.dll file. It will then suggest of me to rebuild the source manually which I assume is the use of VS2017 but unfortunately it does not work. I am now unable to use new projects to make prototypes and games.

Existing projects still work though.

Here is a log which appears when the error occurs:

Running C:/Program Files/Epic Games/UE_4.19/Engine/Binaries/DotNET/UnrealBuildTool.exe FPSProject Development Win64 -project="C:/Users/User/Documents/GitHub Files/UE4 Crash Course/FPSProject/FPSProject.uproject" -editorrecompile -progress -NoHotReloadFromIDE ERROR: System.UnauthorizedAccessException: Access to the path 'C:\Program Files\Epic Games\UE_4.19\Engine\Intermediate\Build\LastBuiltTargets.txt' is denied. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost) at System.IO.StreamWriter.CreateFile(String path, Boolean append, Boolean checkHost) at System.IO.StreamWriter..ctor(String path, Boolean append, Encoding encoding, Int32 bufferSize, Boolean checkHost) at System.IO.File.InternalWriteAllText(String path, String contents, Encoding encoding, Boolean checkHost) at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String[] Arguments, FileReference ProjectFile, Boolean bCatchExceptions)

I've already added the C++ net components and unreal engine installer for VS2017.

Product Version: UE 4.19
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asked May 16 '18 at 04:39 AM in Using UE4

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Vokzole
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