Module modifying editor causing compile C++ button to disappear

As the title states, I am working on a module that adds to the editor, but for whatever reason, without any sort of errors in the output, my compile C++ button is gone. I don’t know if this is intended, but I’d like to understand what is happening, regardless.

I’ve looked at other similar questions, but nothing that encompasses my scenario and the given solutions did not fix my situation. Even creating a new project it disappeared immediately upon the module being recognized. My uproject file modules looks like “Modules”: [
{ “Name”: “PlaytestingPlugin”, “Type”: “Editor”, “LoadingPhase”: “PostEngineInit”,
“AdditionalDependencies”: [ “Engine”, “Slate”, “SlateCore” ] ]

but it stopped working even when the type was Runtime and LoadingPhase default. It first began in the new project when I changed IMPLEMENT_PRIMARY_GAME_MODULE(FPlaytestingPluginModule, ToolPlugin, “ToolPlugin”) to IMPLEMENT_MODULE(FPlaytestingPluginModule, PlaytestingPlugin). Before the change, the module was not being detected in the new project. I now can switch it back and it detects the module, yet still no compile c++ button. Any help would be much appreciated.

I had the same problem recently, when switching to Linux from Windows. By commenting-out all possible offending code and then un-commenting piece-by-piece, I was able to trace the origin of the problem. It turned out to be the use of memcpy() in a class constructor. Replacing the mempcy() with a loop eliminated the problem:

float a[6], b[6];

memcpy(a, b, 6*sizeof(float)); // BAD

for (uint8_t k=0; k<6; ++k) { a[k] = b[k]; } // GOOD

Although your problem may not be coming from the same usage as mine, I would look for any low-level memory operations like this, and see whether you can solve the problem by replacing them with something equivalent.

I don’t seem to be doing any low level memory operations, but I’ll keep that in mind. Thanks.