VS2019 Latest update is installed. SDK 18362 is installed (in addition to 17763 that required by cmake).
And I can’t generate the project files for ue4 itself or for any project made with it. (can use -2019 -Platforms=Win64 but that doesn’t solve the project issue)
Setting up Unreal Engine 4 project files…
Binding IntelliSense data… 100%
Writing project files…
Using x64 architecture for deploying to HoloLens emulator
Building using Windows SDK version 10.0.17763.0 for HoloLens
Writing project files… 94%
ERROR: Unable to find Visual Studio 2017 toolchain; ‘Latest’ is an invalid version
GenerateProjectFiles ERROR: UnrealBuildTool was unable to generate project files.
Hi S-ed,there was always and issues with downloading the SDK’s libraries from this *.bat scripts when you have installed 2 Visual Studios on your PC,I don’t know if Epics fix it.In this *.bat file it’s going and searching for the VC toolchain on your PC and if you have both this script a little bit fails.Also an issue can be that Epics doesn’t build this library with 2019 compiler and this library doesn’t present on Epics server and when the *.bat file tries to found the libs there is no pathes.Basically if don’t need this Module,you can Switch it off and there will be no problem.
I have only 2019 installed. GitDependencies fetching files from Epic repo by the list(.ue4dependencies) they generated from the files they have on that repo. And Setup.bat is not the same thing as GenerateProjectFiles.bat. It’s not the issue here.
Hololens is not a module it’s a part of Runtime Core (At least a can’t find any .build.cs for it).
Hi again,well this module present as “windowsmixedreality”.Its located here,i’ve attach the image.Probably would be best to remove it and all plugins and all dependencies if you needed.
But according the error message you took the branch for early access to HL2 code. Yes, the branch has a partial support for VS2019 but single installation have been never tested. I would look on the issue, but I strongly advise to take an official release with proven VS2017 support.
Not actually. In the case you use VS2017 for building UnrealBuildTool and AutomationTool at solution generation step. Then you use VS2019 for building the editor and a game.
Well, it’s a Master branch and we’re in Bug Reports section. I’m hoping for some kind of a solution (means, making UE4 to work on vs2019).
For me personally it’s ok to disable the HL, but no one yet told how to do that (except Maksym, but that’s just for plugin and did not help).