x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Missing precompiled manifest for 'EditorWidgets'

I can't package my project because of this error:

 UATHelper: Packaging (Windows (64-bit)):   ERROR: Missing precompiled manifest for 'EditorWidgets'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in EditorWidgets.build.cs to override.

What does it mean? How can I fix it?

Product Version: UE 4.22
Tags:
more ▼

asked May 30 '19 at 02:03 PM in Packaging & Deployment

avatar image

ChaserTheDragon
39 4 5 8

avatar image leslieluna Jun 05 '19 at 11:33 PM

I'm getting this as well, have you found anything?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

After rolling back the project a couple of commits back, I noticed that the error began to appear after the implementation of custom asset type. The point is that the UFactory class requires the UnrealEd module. This module also depended on the dependencies of the editor, such as EditorWidgets. If you have the exact same situation, then you need to create the Editor module and place the UFactory there. The asset class itself must be left in the Runtime (default) module. Detailed instructions on how to do this are presented here.
Note that some modules (like UnrealEd) are editor only. Be careful.

more ▼

answered Jun 07 '19 at 06:01 PM

avatar image

ChaserTheDragon
39 4 5 8

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

for me it began after I added custom c++ user widget. I'm finded difference in my .uproject : "Modules" section "Additional Dependencies" there are two new words "UMG" and "EditorWidget". Just delete this words and after compile, packaging and play - all new logic worked fine for me.

alt text

0b6494c298.jpg (113.6 kB)
more ▼

answered Jun 07 '19 at 12:45 PM

avatar image

6r0m
481 18 17 26

avatar image ChaserTheDragon Jun 07 '19 at 06:12 PM

Sometimes such strategy might crash your project. Some ingame classes (like UTexture2D) depends on Editor module (as on your screenshot), some on CoreUObject and etc.. So your project just wont compile in this case. At least it happened to me when I cleared this list.

avatar image 6r0m Jun 07 '19 at 06:15 PM

maybe in some case, but not in this. These dependencies in my case appearing in creation Custom CPP User Widget. and as I wrote all logic works fine in packaged project.

thanks for your detailed answer anyway - If I find any crash in the future I will put a hand on it)

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question