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Packagin Error: cannot open input file 'libfbxsdk-md.lib'

Hi you all!

I'm having problens to packaging a project using UE 4.19. The error it prompts is the following:

 UATHelper: Packaging (Windows (64-bit)):   LINK : fatal error LNK1181: cannot open input file 'libfbxsdk-md.lib'

What i'm trying to acomplish is to have a customizing detail panel. For this I'm following this page to be able to make it. I've manage to make it work for editor builds, with customizing detail panel and all but i cannot do it for development builds without the editor.

I've made a test project to do all this step by step and this is how far i get before getting the error. I copied here the contents of the files I modified:

Build.cs:

 using UnrealBuildTool;
 
 public class Tests : ModuleRules
 {
     public Tests(ReadOnlyTargetRules Target) : base(Target)
     {
         PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
     
         PublicDependencyModuleNames.AddRange(new string[] {"Core", "CoreUObject", "Engine", "InputCore"});
 
         PrivateDependencyModuleNames.AddRange(new string[] {"PropertyEditor"});
 
         // Uncomment if you are using Slate UI
         // PrivateDependencyModuleNames.AddRange(new string[] {"Slate", "SlateCore"});
         
         // Uncomment if you are using online features
         // PrivateDependencyModuleNames.Add("OnlineSubsystem");
 
         // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
     }
 }

GameModeBase.cpp:

 #include "TestsGameModeBase.h"
 #if WITH_EDITOR
 #include "ModuleManager.h"
 #include "PropertyEditorModule.h"
 #endif
 
 ATestsGameModeBase::ATestsGameModeBase()
 {
 #if WITH_EDITOR
     FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
 #endif
 }

Any one knows why is this happening?

Thanks!

Product Version: UE 4.19
Tags:
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asked Mar 26 '19 at 04:16 PM in Packaging & Deployment

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MonkyDLuffy90
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1 answer: sort voted first

I just find why it was showing me the error.

I only have to edit the Build.cs like this:

 using UnrealBuildTool;
 
 public class Tests : ModuleRules
 {
     public Tests(ReadOnlyTargetRules Target) : base(Target)
     {
         PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
     
         PublicDependencyModuleNames.AddRange(new string[] {"Core", "CoreUObject", "Engine", "InputCore"});
 
         if (Target.Type == TargetType.Editor)
         {
             PrivateDependencyModuleNames.AddRange(new string[] {"PropertyEditor"});
         }
 
         // Uncomment if you are using Slate UI
         // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
         
         // Uncomment if you are using online features
         // PrivateDependencyModuleNames.Add("OnlineSubsystem");
 
         // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
     }
 }


You need to add the if and thats it!

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answered Mar 26 '19 at 05:52 PM

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MonkyDLuffy90
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