Missing Pal Modules
jake09o opened this issue · 37 comments
Could you send the logs from Saved/Logs/Pal.log
Having the same issue, here's the requested log file. Hopefully it's just me doing something dumb.
Here is my log as well
Having the same issue, here's the requested log file. Hopefully it's just me doing something dumb.
Pull the repo again, there have been fixes addressing the linker issue
Pal.log
Having the same issue, here's the requested log file. Hopefully it's just me doing something dumb.Pull the repo again, there have been fixes addressing the linker issue
Project is now loading all the way! Ty!!
I have encountered this problem, i cant open the project now.
Okay it seems it was not fixed, a fix is coming soon (ETA ~1hr)
As soon as my comment went up localcc posted a reply to the guy above saying it was fixed. It did work for me for the fix that they posted. So im finally in the editor.
As soon as my comment went up localcc posted a reply to the guy above saying it was fixed. It did work for me for the fix that they posted. So im finally in the editor.
I am online to waiting for the fixes, and retry to open it again and again ( )
Through the log file, I found that it seemed it uses an hidden VS2019 in my computer to build these modules. Now i changed build tools to VS2022 which I have installed just now, I'm observing the log after I let it start to compile cpp files, it seems work well but it has not been completed now.
I cannot reproduce the linking issue with a fresh clone of the repo, which commit are you on? You can check that by running git log
in your terminal in the sdk directory, if you have git installed
If you have Source/Pal/Public/Pal.h
or Source/Pal/Private/Pal.cpp
, delete those files
I cannot reproduce the linking issue with a fresh clone of the repo, which commit are you on? You can check that by running
git log
in your terminal in the sdk directory, if you have git installed
I am using the latest commit. by the way, i have been in the editor now. i applogize, it's actually my problem
Just had the problem, I had the editor open and didn't close it after editing the BuildConfiguration.xml
file. After changing it, it still didn't work, but after waiting about 5 minutes and opening it again, it worked for some reason 🤔
Just had the problem, I had the editor open and didn't close it after editing the
BuildConfiguration.xml
file. After changing it, it still didn't work, but after waiting about 5 minutes and opening it again, it worked for some reason 🤔
At that time, I found it will write the log informations into file <Project>/Saved/Logs/Pal.log
. Though I have already tried it again and again.
After I attempted to open the project again, it still gave me a window and it was like the picture of the first comment above. Then, I used VSCode to observe that log file realtimely.
When I clicked "Yes" on that msgbox, the log file said that it has started to build these missing modules, but it used a hidden VS2019 Buildtools in my computer, so.it didn't work. I edited BuildConfiguration.xml
and ended up the building process. Then, I opened it, I turned to the log file, it said that it has started to build with a correct VS version.
It compiled 193 files, after it ended, the HOLY( ) Editor has appeared there finally!!!
I think I am having this same issue, using the latest commit
Pal-backup-2024.01.27-22.42.50.log
I have also set my VSCode version to 2022 in the BuildConfiguration.xml as per @MoRanYue comment yesterday but no luck
EDIT: Managed to get it working. After checking the log I realised it wasn't using VS2022 so I created an empty unreal project, went into editor preferences > source code. It was already set as VS2022 but I clicked "Set as default" and it gave me a warning that the settings file was unwriteable and would I like to make it writeable so I did and it set as default, then I was able to open the project. So unreal must be locking a version of the buildconfiguration file which stops it from recognising the changes entered manually.
I think I am having this same issue, using the latest commit
Pal-backup-2024.01.27-22.42.50.logI have also set my VSCode version to 2022 in the BuildConfiguration.xml as per @MoRanYue comment yesterday but no luck
EDIT: Managed to get it working. After checking the log I realised it wasn't using VS2022 so I created an empty unreal project, went into editor preferences > source code. It was already set as VS2022 but I clicked "Set as default" and it gave me a warning that the settings file was unwriteable and would I like to make it writeable so I did and it set as default, then I was able to open the project. So unreal must be locking a version of the buildconfiguration file which stops it from recognising the changes entered manually.
Yeah. When the project cant be opened, most of us had better check the log after letting it start to rebuild, if there is text that is like "VS2019", just change BuildConfiguration.xml
and use Taskmgr to kill the all UE processes and compiling threads, then restart the project.
Once you let UE start to rebuild this project's modules, it will create some processes for building, the number of them is the same as your cpu's core count.
It will keep building in background, there is no any GUI to show the progress. But through that log file, you can know the building progress.
Edit:
Okay.. I just misunderstood "on the plugins page you don't need to add any plugins" while installing Wwise SDK. Actually there exist a default plugin which is necessary. Now I open the project successfully.
original content
I have the same problem, but it seems to be different from others.
Pal.log
It dose use VS2022.
I follow the instruction but something unexpected happened.
These folders in SDK are prefixed with UWP. I renamed them to fit the tutorial, but doesn't work. Could this be the cause of the problem?
I had the same error message as @AllelujahNightingale, but the problem in the log (Saved/Log/pal.log) was different:
System.ComponentModel.Win32Exception (998): Access to this memory location is invalid
Research revealed that the error was due to a detection conflict between .NET 6 32bit and 64bit binaries. If you get the same error, open a command prompt and type:
where.exe dotne
if you get among the results :
C:\Program Files (x86)\dotnet\dotnet.exe
you need to edit your PATH variable and remove this path :
-
Press Windows+R, type "sysdm.cpl" and click "Ok".
-
Click on the "Advanced system settings" tab
-
Click on the bottom button "Environment variables".
-
In the "System Variables" section, find the "Path" variable and double-click on it
-
Select the line "C:\Program Files (x86)\dotnet\dotnet.exe" and delete it. (don't forget to click on ok to confirm)
-
Relaunch the project
Pal.log
Hi, I have same issue about this.. here is my logs..
I used only VS2022 and I set my unreal engine use VS2022, but it didn't work.
Thanks! It solved the compiler error, but now I'm getting this linker error:
error LNK2001: unresolved external symbol "public: virtual void __cdecl UPalWorkFacingComponent::GetLifetimeReplicatedProps(class TArray<class FLifetimeProperty,class TSizedDefaultAllocator<32> > &)const " (?GetLifetimeReplicatedProps@UPalWorkFacingComponent@@UEBAXAEAV?$TArray@VFLifetimeProperty@@V?$TSizedDefaultAllocator@$0CA@@@@@@Z)
Thanks! It solved the compiler error, but now I'm getting this linker error:
error LNK2001: unresolved external symbol "public: virtual void __cdecl UPalWorkFacingComponent::GetLifetimeReplicatedProps(class TArray<class FLifetimeProperty,class TSizedDefaultAllocator<32> > &)const " (?GetLifetimeReplicatedProps@UPalWorkFacingComponent@@UEBAXAEAV?$TArray@VFLifetimeProperty@@V?$TSizedDefaultAllocator@$0CA@@@@@@Z)
Try pulling the latest commit again and seeing if that fixed it
It worked, thanks!
Any suggestion for me? I thought I followed same instruction.. If you give some tips for me. it will be very helpful..
@leesemin89 Your logs shows these errors:
- https://learn.microsoft.com/en-us/cpp/error-messages/compiler-errors-1/fatal-error-c1076?view=msvc-170
- https://learn.microsoft.com/en-us/cpp/error-messages/compiler-errors-2/compiler-error-c3859?view=msvc-170
Looking at this SO answer:
https://stackoverflow.com/a/50365521/5133524
It seems that the issue can be randomly caused in windows while under load, try closing any heavy RAM usage program and try to open again.
I think this can explain the intermittent issue that @WalterWoshid got here
Hmm, something mentioned in the SO:
It could also be a Pagefile size problem (most likely on Virtual machines) but I believe you would have a message similar >to this :
c1xx : error C3859: Failed to create virtual memory for PCH [...Project.vcxproj] c1xx: note: the system returned code > 1455: The paging file is too small for this operation to complete
your log file does include the C3859 + 1455 error, are you in a VM?
@giuliano-macedo
Thank you for your answer, I installed the Unreal engine and the project files on my HDD, Not SSD.
My desktop has 32G DDR4. Do you think HDD affects this project?
- I am not in VM.
let me try again this evening. I will report the result on this page.
I don't think it is a hard drive issue, I too installed the Unreal Engine on my HDD, and I have 16GB of RAM, other thing mentioned in the microsoft article and SO is that 32 bit VS can cause this issue, but in the log file it appears that you are using the 64 bit version... I think double checking if you only have 64 bit VS would be good
Another thing could be this:
This one is easily overlook, but those kind of problem also happen when the precompiled header is just too big. Doing a little cleanup might be a good idea as well.
Try deleting the Intermediate
folder in the root directory of the PDK and try to open it again
@giuliano-macedo
Good new! I just deleted Intermediate
folder and tried rebuild again, then it sucessfully compiled.
Thank you for your help.
Pal.log
pleaze help me,I have same question
Hi, i have a problem starting the project, i try clone the repo multiple times and the solutions above, but nothing seems to work for me
Pal.log