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C++ compile error

Hi! I'm a new user following on the Twin Stick Shooter tutorials. On part 5, i seemed to get stuck. Could anyone answer the following questions?

What do I do if when trying to create the C++ class, I get his error message:

Successfully added class 'BaseCharacter', however you must recompile the 'TwinStickShooter' module before it will appear in the Content Browser. Failed to generate project files.

Would you like to open the Output Log to see more details?

Also, is this caused by my version of Visual Studio (I'm using 2017), or do I need a specific program inside VS2017? Additionally, when I opened the .cpp file in the Explorer, the build option would NOT work, and was grayed out.

Product Version: UE 4.19
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asked Jul 09 '18 at 02:12 AM in C++ Programming

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Th3Blu3Dragon
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Is there an SLN file generated next to the unreal project file in your project's folder? You may need to regenerate the visual studio project (that's an option if you right-click on the unreal project file). Open the visual studio solution file and try to Build it. Once built you can try to reopen your project in the unreal editor.

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answered Jul 09 '18 at 03:45 AM

Brian Johnstone (suspended)
avatar image Th3Blu3Dragon Jul 09 '18 at 03:52 AM

When I right click and hit "Generate Visual Studio Project Files", I get this error:

Running C:/Program Files/Epic Games/UE_4.19/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/Sandul/Documents/Unreal Projects/TwinStickShooterV2/TwinStickShooterV2.uproject" -game -rocket -progress ERROR: UnrealBuildTool Exception: System.UnauthorizedAccessException: Access to the path 'C:\Program Files\Epic Games\UE_4.19\Engine\Intermediate\Build\XmlConfigCache.bin' 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) at System.IO.File.Open(String path, FileMode mode, FileAccess access, FileShare share) at UnrealBuildTool.XmlConfigData.Write(FileReference Location) at UnrealBuildTool.XmlConfig.ReadConfigFiles() at UnrealBuildTool.UnrealBuildTool.GuardedMain(String[] Arguments)

Is there another way to generate an .sln file?

avatar image Brian Johnstone Jul 09 '18 at 04:05 AM

OK it might be very odd but it's possible your Epic Games folder has bad permissions. Go to that folder and check if it and its contents are being marked as Read Only. Also check the Security permissions on the folders and the file itself that you can Read & execute.

avatar image Th3Blu3Dragon Jul 09 '18 at 04:10 AM

alt text

So, that is the permissions on the Epic Games file. Is everything as it needs to be?

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avatar image Brian Johnstone Jul 09 '18 at 04:23 AM

Navigate to the file in question - XmlConfigCache.bin - and right-click and open its properties. Check if Read-only is checked. Also see if your account has read privileges by going to the Security tab and checking if your account has the Read permission checked.

avatar image Th3Blu3Dragon Jul 09 '18 at 05:06 AM

Read-only is NOT checked: alt text

Thank for the help, but what do I do now?

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