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이득우의 언리얼 프로그래밍 Part1 - 언리얼 C++의 이해

1강. 오류: Expecting to find a type to be declared in a module rules named 'VisualStudioTools' in .

1651

Indigo Blue

작성한 질문수 1

0

Visual studio plugins.png

Source code.png

안녕하세요.

1강부터 첫 예제부터 오류가 나서 더 이상 진행할 수가 없네요. 너무 초보같은 질문일지 모르겠지만 나름 며칠째 이 문제와 씨름하며 노력해보았지만 해결을 못해 도움을 청하고자 문의드리게되었습니다.

아래 링크처럼 잘 따라 했습니다.

https://docs.unrealengine.com/5.3/ko/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine/

혹시 몰라 아래 UnrealVS 익스텐션도 따라 설치해 보았지만 동일했습니다.

https://docs.unrealengine.com/5.3/ko/using-the-unrealvs-extension-for-unreal-engine-cplusplus-projects/

위 화면 캡쳐사진은 1,2번만 on 이 기본설정상태인데, 3번을 추가로 켜봤고, 1,2번을 off후 3번만 on도 해보았습니다만 결과는 동일했습니다.

Source code는 Visual Studio 가 기본값인데, Visual Studio 2022로 놓아도 결과는 동일했습니다.

 

*환경:

Microsoft Visual Studio Community 2022 (64-bit) - Version 17.7.6

UE Version: 5.3.1-28051148+++UE5+Release-5.3

Platform: Windows 10 (22H2) [10.0.19045.3570] (x86_64)

 

*오류 메시지

UE에서 Ctrl Alt F11 했을 때:

---------- Creating patch ----------

Running D:\Users\Epic Games\UE_5.3\Engine\Build\BatchFiles\Build.bat -Target="UE5CppPart1_01Editor Win64 Development -Project=""D:/Users/userid/Documents/Unreal Projects/UE5CppPart1_01/UE5CppPart1_01.uproject""" -LiveCoding -LiveCodingModules="D:/Users/Epic Games/UE_5.3/Engine/Intermediate/LiveCodingModules.json" -LiveCodingManifest="D:/Users/Epic Games/UE_5.3/Engine/Intermediate/LiveCoding.json" -WaitMutex -LiveCodingLimit=100

Using bundled DotNet SDK version: 6.0.302

Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" -Target="UE5CppPart1_01Editor Win64 Development -Project=""D:/Users/userid/Documents/Unreal Projects/UE5CppPart1_01/UE5CppPart1_01.uproject""" -LiveCoding -LiveCodingModules="D:/Users/Epic Games/UE_5.3/Engine/Intermediate/LiveCodingModules.json" -LiveCodingManifest="D:/Users/Epic Games/UE_5.3/Engine/Intermediate/LiveCoding.json" -WaitMutex -LiveCodingLimit=100

Log file: D:\Users\userid\AppData\Local\UnrealBuildTool\Log.txt

Creating makefile for UE5CppPart1_01Editor (.uproject file is newer)

.... 중략

Total execution time: 3.58 seconds

Expecting to find a type to be declared in a module rules named 'VisualStudioTools' in . This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.

Build failed.

 

 

%AppData%\Local\UnrealBuildTool\Log.txt 내용:

...중략

Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (1)

Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (2)

Found Windows 10 SDK version 10.0.20348.0 at C:\Program Files (x86)\Windows Kits\10

Found Universal CRT version 10.0.20348.0 at C:\Program Files (x86)\Windows Kits\10

Found Windows 10 SDK version 10.0.22621.0 at C:\Program Files (x86)\Windows Kits\10

Found Universal CRT version 10.0.22621.0 at C:\Program Files (x86)\Windows Kits\10

Win64 Installed SDK(s): MinVersion_Sdk=10.0.00000.0, MaxVersion_Sdk=10.9.99999.0, CurrentVersion_Sdk=10.0.22621.0, Version_AutoSdk=10.0.18362.0, CurrentVersion_AutoSdk=

Registering build platform: Win64 - buildable: True

Command line: "D:\Users\Epic Games\UE_5.3\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" "-Target=UE5CppPart1_01Editor Win64 Development -Project=\"D:/Users/userid/Documents/Unreal Projects/UE5CppPart1_01/UE5CppPart1_01.uproject\"" -LiveCoding "-LiveCodingModules=D:/Users/Epic Games/UE_5.3/Engine/Intermediate/LiveCodingModules.json" "-LiveCodingManifest=D:/Users/Epic Games/UE_5.3/Engine/Intermediate/LiveCoding.json" -WaitMutex -LiveCodingLimit=100

...중략

Makefile is older than .uproject file, ignoring it

Creating makefile for UE5CppPart1_01Editor (.uproject file is newer)

Skipping D:\Users\Epic Games\UE_5.3\Engine\Intermediate\Build\BuildRules\UE5Rules.dll: File is installed

Skipping D:\Users\Epic Games\UE_5.3\Engine\Intermediate\Build\BuildRules\UE5ProgramRules.dll: File is installed

Compiled assembly file 'D:\Users\userid\AppData\Local\UnrealEngine\Intermediate\Build\BuildRules\MarketplaceRules.dll' appears to be for a newer CLR version or is otherwise invalid. Unreal Build Tool will try to recompile this assembly now. (Exception: Could not load file or assembly 'D:\Users\userid\AppData\Local\UnrealEngine\Intermediate\Build\BuildRules\MarketplaceRules.dll'. Format of the executable (.exe) or library (.dll) is invalid.)

..중략

Found Visual Studio installation: C:\Program Files\Microsoft Visual Studio\2022\Community (Product=Microsoft.VisualStudio.Product.Community, Version=17.7.34221.43)

Found Visual Studio toolchain: C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.34.31933 (Family=14.34.31933, FamilyRank=2, Version=14.34.31947, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64, Error=False, Redist=C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Redist\MSVC\14.36.32532)

Found Visual Studio toolchain: C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.36.32532 (Family=14.36.32532, FamilyRank=0, Version=14.36.32542, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64, Error=False, Redist=C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Redist\MSVC\14.36.32532)

Found Visual Studio toolchain: C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.37.32822 (Family=14.37.32822, FamilyRank=4, Version=14.37.32825, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64, Error=False, Redist=C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Redist\MSVC\14.36.32532)

Building UnrealEditor - UE5CppPart1_01Editor - Win64 - Development

Total execution time: 3.58 seconds

Expecting to find a type to be declared in a module rules named 'VisualStudioTools' in . This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.

BuildException: Expecting to find a type to be declared in a module rules named 'VisualStudioTools' in . This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.

at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, ReadOnlyTargetRules Target, String ReferenceChain, ILogger Logger) in D:\Users\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 480

at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, ReadOnlyTargetRules Target, String ReferenceChain, ILogger Logger) in D:\Users\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 423

at UnrealBuildTool.UEBuildTarget.CreateModuleRulesAndSetDefaults(String ModuleName, String ReferenceChain, ILogger Logger) in D:\Users\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 5210

at UnrealBuildTool.UEBuildTarget.FindOrCreateModuleByName(String ModuleName, String ReferenceChain, ILogger Logger) in D:\Users\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 5334

at UnrealBuildTool.UEBuildTarget.FindOrCreateCppModuleByName(String ModuleName, String ReferenceChain, ILogger Logger) in D:\Users\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 5471

at UnrealBuildTool.UEBuildTarget.AddPlugin(PluginReferenceDescriptor Reference, String ReferenceChain, String[] ExcludeFolders, Dictionary`2 NameToInstance, Dictionary`2 NameToInfos, ILogger Logger) in D:\Users\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 4511

at UnrealBuildTool.UEBuildTarget.SetupPlugins(ILogger Logger) in D:\Users\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 4285

at UnrealBuildTool.UEBuildTarget.PreBuildSetup(ILogger Logger) in D:\Users\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 3316

at UnrealBuildTool.UEBuildTarget.Create(TargetDescriptor Descriptor, Boolean bSkipRulesCompile, Boolean bForceRulesCompile, Boolean bUsePrecompiled, UnrealIntermediateEnvironment IntermediateEnvironment, ILogger Logger) in D:\Users\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 1366

at UnrealBuildTool.BuildMode.CreateMakefileAsync(BuildConfiguration BuildConfiguration, TargetDescriptor TargetDescriptor, ISourceFileWorkingSet WorkingSet, ILogger Logger) in D:\Users\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 1114

at UnrealBuildTool.BuildMode.BuildAsync(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger, Boolean bSkipPreBuildTargets) in D:\Users\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 396

at UnrealBuildTool.BuildMode.ExecuteAsync(CommandLineArguments Arguments, ILogger Logger) in D:\Users\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 252

at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\Users\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 659

WriteFileIfChanged() wrote 0 changed files of 0 requested writes.

Timeline:

[ 0.000]

[ 0.000](+3.595) <unknown>

[ 3.595]

 

unreal-engine 언리얼-c++

답변 5

0

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0

wild.antelope.vzxj

VisualStudioTools, eh? Sounds like a plugin hiccup gone wild. Modules and type declarations, oh my! Wonder if someone forgot a crucial semicolon somewhere. Thinking back, I was building a complex build system, and everything just crumbled because of a single, tiny error in the configuration file. Hours lost to a missing comma! Almost made me want to rage quit and just play Slither io all day instead. Now that I mention it, I should probably add more tests.

0

JewellHernandez

Finding content that educates and assists readers effectively is rare, and this article accomplishes that with granny revamp distinction. Thank you to the author.

 

0

Helen Dam

The expansiveness of your article is remarkable, as you effortlessly navigate through vast realms of knowledge, seamlessly blending theory and practice to Smash Karts create a comprehensive resource that will stand the test of time.

0

이득우

안녕하세요.

언리얼 엔진에 처음이시라면 우선 5.1을 설치하시고 따라하시면 될 것 같습니다.
Part1,2,3 강좌는 5.1로 제작되었는데, 5.2 , 5.3 버전업 하면서 언리얼 엔진 자체적으로 기능을 바꾼 부분이 꽤 됩니다.
그래도 코어는 거의 동일하니 우선 5.1로 충분히 학습하신 후에 5.3으로 제작을 시도하시면 될 것 같아요.

저는 저 노란색 미리보기 창이 안뜹니다

0

20

1

강의중에 사용하는 ppt 수업 자료

0

35

1

GetName(), SetName() 함수의 오버로딩 관련 문제 문의드립니다.

0

38

1

언리얼 공부 방법에 대해서 질문드립니다.

0

69

1

컴포지션을 위한 컴포넌트 생성에 관해 질문드립니다.

0

81

2

if (NameProp) 은 if (NameProp != nullptr)이랑 같은 의미인가요?

0

93

2

언리얼 계정 로그인 불가 문제

0

116

2

가비지컬렉션 주기를 짧게 유지하면 어떤 이슈가있을까요?

0

74

2

11강 TArray TSet 에 대해서 질문있습니다.

0

71

1

Unreal 연동 후 Visual Studio 빌드오류 제발 살려주십쇼

0

363

3

언리얼에서 제공하는 스마트 포인터 라이브러리 사용

0

73

2

FGCObject 상속 받은 객체에서 Uobject 삭제를 원할 때

0

79

2

게임 내 인벤토리 데이터를 관리 할 경우, TArray / TSet 무엇이 올바를까요?

0

74

2

8강 컴포지션 중 궁금한 것이 있습니다.

0

55

2

헤더 파일 분리 방법

0

84

2

언리얼 엔진 깃 설치

0

86

2

FObjectInitializer 를 사용한 생성자.

0

96

2

언리얼엔진 에서 새로운 클래스를 생성하면

0

75

2

GetName이 이미있는데용?

0

112

2

TObjectPtr 과 일반 포인터에 대한 용도 질문

0

105

2

UPROPERTY() 다음 라인에서 세미콜론이 입력되지 않습니다.

0

163

1

[18:50] 패키지 저장 시 이미 패키지가 있으면 로딩을 다 하고 저장하는 것이 좋은 이유가 궁금합니다

0

139

2

NonPropStudent가 GC이후 invalid된 이유

0

78

2

[44:22] 커스텀 구조체에서 GetTypeHash() 와 operator== 를 오버로딩 하는 이유에 대한 질문

0

108

2