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[Solved] Current Plugin Load order causes project to not start up if started by clicking the Uproject directly (2.0.10)

Open namidaka opened this issue 4 months ago • 19 comments

Building the project through the IDE works fine , but clicking the uproject triggers this error message Vanilla FSR plugin has had this issue for a whilebut we solved it by changing the ELoadingPhase of FFXFSR3Settings

The change seems less trivial For XeSS as just bumping the LoadingPhase of XeSSCommon causes UE to crash during the loading phase

Image

namidaka avatar Jul 25 '25 15:07 namidaka

Seems to be fixed by this Will try to package the game and deploy see if it causes issue

Image Image

namidaka avatar Jul 25 '25 15:07 namidaka

This load order allow me to properly build Editor and run it through Uplugin , but crashes building the game in Dev mode

LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error!
LogWindows: Error:
LogWindows: Error: Unhandled Exception: 0xc06d007e
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ffe95015369 KERNELBASE.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffe1737a15f UnrealEditor-XeLLCore.dll!__delayLoadHelper2() [D:\a\_work\1\s\src\vctools\delayimp\delayhlp.cpp:346]
LogWindows: Error: [Callstack] 0x00007ffe1737904e UnrealEditor-XeLLCore.dll!_tailMerge_libxell_dll() []
LogWindows: Error: [Callstack] 0x00007ffe17372bcf UnrealEditor-XeLLCore.dll!FXeLLModule::StartupModule() [D:\SVN\Game2\Plugins\XeSS\Source\XeLL\Private\XeLLModule.cpp:122]
LogWindows: Error: [Callstack] 0x00007ffe3efb422b UnrealEditor-Core.dll!FModuleManager::LoadModuleWithFailureReason() [F:\GitEngine\UnrealEngine\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp:1023]
LogWindows: Error: [Callstack] 0x00007ffe5e40fd74 UnrealEditor-Projects.dll!FModuleDescriptor::LoadModulesForPhase() [F:\GitEngine\UnrealEngine\Engine\Source\Runtime\Projects\Private\ModuleDescriptor.cpp:757]
LogWindows: Error: [Callstack] 0x00007ffe5e42bdc4 UnrealEditor-Projects.dll!FPluginManager::TryLoadModulesForPlugin() [F:\GitEngine\UnrealEngine\Engine\Source\Runtime\Projects\Private\PluginManager.cpp:2695]
LogWindows: Error: [Callstack] 0x00007ffe5e40f5f8 UnrealEditor-Projects.dll!FPluginManager::LoadModulesForEnabledPlugins() [F:\GitEngine\UnrealEngine\Engine\Source\Runtime\Projects\Private\PluginManager.cpp:2832]
LogWindows: Error: [Callstack] 0x00007ff7fb770070 UnrealEditor-Cmd.exe!FEngineLoop::PreInitPreStartupScreen() [F:\GitEngine\UnrealEngine\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3194]
LogWindows: Error: [Callstack] 0x00007ff7fb75e376 UnrealEditor-Cmd.exe!GuardedMain() [F:\GitEngine\UnrealEngine\Engine\Source\Runtime\Launch\Private\Launch.cpp:143]
LogWindows: Error: [Callstack] 0x00007ff7fb75e6ba UnrealEditor-Cmd.exe!GuardedMainWrapper() [F:\GitEngine\UnrealEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:128]
LogWindows: Error: [Callstack] 0x00007ff7fb76209e UnrealEditor-Cmd.exe!LaunchWindowsStartup() [F:\GitEngine\UnrealEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
LogWindows: Error: [Callstack] 0x00007ff7fb774e54 UnrealEditor-Cmd.exe!WinMain() [F:\GitEngine\UnrealEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:339]
LogWindows: Error: [Callstack] 0x00007ff7fb77748e UnrealEditor-Cmd.exe!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
LogWindows: Error: [Callstack] 0x00007ffe96f97374 KERNEL32.DLL!UnknownFunction []
LogWindows: Error:
LogWindows: Error: end: stack for UAT
Took 2.61s to run UnrealEditor-Cmd.exe, ExitCode=3
SafeDeleteFile C:\Users\Patcher\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+SVN+Engine2\Cook-2025.07.25-17.45.56.txt
SafeCopyFile D:\SVN\Engine2\Engine\Programs\AutomationTool\Saved\Cook-2025.07.25-17.45.54.txt C:\Users\Patcher\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+SVN+Engine2\Cook-2025.07.25-17.45.56.txt
SafeDeleteFile D:\SVN\Engine2\Engine\Programs\AutomationTool\Saved\Cook-2025.07.25-17.45.54.txt
==============================================================================
Cook failed.
(see C:\Users\Patcher\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+SVN+Engine2\Log.txt for full exception trace)

CommandletException: Editor terminated with exit code 3 while running Cook for D:\SVN\Game2\Bellwright.uproject; see log C:\Users\Patcher\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+SVN+Engine2\Cook-2025.07.25-17.45.56.txt
   at AutomationTool.CommandUtils.FinishRunCommandlet(FileReference ProjectFile, String Commandlet, DateTime StartTime, IProcessResult RunResult, String LocalLogFile, String& DestLogFile, UInt32 ErrorLevel) in F:\GitEngine\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\CommandletUtils.cs:line 476
   at AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectFile, String UnrealExe, String Commandlet, String Parameters, String& DestLogFile, UInt32 ErrorLevel) in F:\GitEngine\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\CommandletUtils.cs:line 281
   at AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectFile, String UnrealExe, String Commandlet, String Parameters, UInt32 ErrorLevel) in F:\GitEngine\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\CommandletUtils.cs:line 247
   at AutomationTool.CommandUtils.CookCommandlet(FileReference ProjectFile, String UnrealExe, String[] Maps, String[] Dirs, String InternationalizationPreset, String[] CulturesToCook, String TargetPlatform, String Parameters) in F:\GitEngine\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\CommandletUtils.cs:line 93
   at AutomationScripts.Project.Cook(ProjectParams Params) in F:\GitEngine\UnrealEngine\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\CookCommand.Automation.cs:line 319Wrapped by AutomationException: Cook failed.
   at AutomationScripts.Project.Cook(ProjectParams Params) in F:\GitEngine\UnrealEngine\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\CookCommand.Automation.cs:line 329
   at BuildCookRun.DoBuildCookRun(ProjectParams Params) in F:\GitEngine\UnrealEngine\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 253
   at BuildCookRun.ExecuteBuild() in F:\GitEngine\UnrealEngine\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 43
   at AutomationTool.BuildCommand.Execute() in F:\GitEngine\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 372
   at AutomationTool.BuildCommand.ExecuteAsync() in F:\GitEngine\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 381
   at AutomationTool.Automation.ExecuteAsync(List`1 CommandsToExecute, Dictionary`2 Commands) in F:\GitEngine\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 284
   at AutomationTool.Automation.ExecuteAsync(List`1 CommandsToExecute, Dictionary`2 Commands) in F:\GitEngine\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 308
   at AutomationTool.Automation.ProcessAsync(ParsedCommandLine AutomationToolCommandLine, StartupTraceListener StartupListener, HashSet`1 ScriptModuleAssemblies) in F:\GitEngine\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 168
==============================================================================
AutomationTool executed for 0h 3m 44s
AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)

namidaka avatar Jul 25 '25 16:07 namidaka

Building the project through the IDE works fine , but clicking the uproject triggers this error message Vanilla FSR plugin has had this issue for a whilebut we solved it by changing the ELoadingPhase of FFXFSR3Settings

The change seems less trivial For XeSS as just bumping the LoadingPhase of XeSSCommon causes UE to crash during the loading phase

Image

Would you please share the log file for this error and the re-produce steps from the very beginning?

xessgamedev avatar Jul 26 '25 01:07 xessgamedev

Bellwright.log Reproduction steps are simple. Copy Xess plugin to Game/Plugins/XeSS Enable XeSS in the uproject file Double click the Uproject File

namidaka avatar Jul 28 '25 14:07 namidaka

Is your project Blueprint or C++ based?

xessgamedev avatar Jul 28 '25 15:07 xessgamedev

98% of the logic is C++ based. But we're a studio of 40 so some of us do not use visual studio to compile the project (Mainly artists /game designers/Narrative). The rest we compile through Visual Studio.

namidaka avatar Jul 29 '25 10:07 namidaka

You should Generate Visual Studio project files and re-build the game project with Visual Studio if you put the plugin under [Game]/Plugins/XeSS. Otherwise, the pre-built dll files may be not compatible.

If you use official pre-built Unreal, you could download the right version of pre-built package and unzip it under [Engine]/Engine/Plugins/Marketplace/XeSS https://github.com/GameTechDev/XeSSUnrealPlugin/releases/download/v2.1.1/XeSS_UE5.6_Plugin_v2.1.1.zip for Unreal 5.6

xessgamedev avatar Jul 29 '25 10:07 xessgamedev

We're making an installed build from UE Github Source, and i'm currently building 5.6.1 that was released yesterday. We did not have this issue with previous version of XeSS we had under 5.5.4 Building the game project with visual studio is what our coders and technical artists do, but it's not something that we can expect everyone to be doing in our studio. We have both DLSS and FSR under [Game]/Plugins/ The only trouble with the exact same error we had was with FSR was with FFXFSR3Settings Loading phase in the Uplugin set to EarliestPossible. Changing the Loading phase to PostConfigInit is what solved the issue with FSR.

namidaka avatar Jul 29 '25 17:07 namidaka

You can try following steps as described in Documents/Intel® XeSS Plugin for Unreal Engine.pdf:

Installing the plugin

1. If you use the source code version of UE, you need to build the plugin locally, otherwise skip this step.

  • Open the terminal and go to <ue_root_dir>\Engine\Build\BatchFiles

  • Run the command line:

RunUAT.bat BuildPlugin -Plugin="<path_to_downloaded_plugin>\XeSS.uplugin" -Package="<path_to_destination_plugin>" -TargetPlatforms=Win64 -VS2019

The last parameter is the version of Visual Studio used to build, required by UE 4 only.

2. Copy (pre-)built files to:

  • For UE 4: <ue_root_dir>\Engine\Plugins\Runtime\Intel\XeSS

  • For UE 5: <ue_root_dir>\Engine\Plugins\Marketplace\XeSS

    Notes: Please maintain this exact folder structure when installing the plugin. Deviating from this path may cause failures when packaging your game from the Editor. If folder Marketplace doesn't exist, please create it manually.

After step 1, put the plugin files under [GAME]/Plugins/XeSS folder (instead of putting plugin files under Engine folder) should work, too.

xessgamedev avatar Jul 29 '25 23:07 xessgamedev

Does not build on 5.6.1 (Even though the engine Built fine)

Running AutomationTool...
Using bundled DotNet SDK version: 8.0.300 win-x64
Starting AutomationTool...
Parsing command line: BuildPlugin -Plugin=F:\XeSSBefore\XeSS.uplugin -Package=F:\XeSSAfter -TargetPlatforms=Win64
Initializing script modules...
Total script module initialization time: 0.60 s.
Using C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Current\Bin\MSBuild.exe
Executing commands...
Copying 406 file(s) using max 64 thread(s)
Reading plugin from F:\XeSSAfter\HostProject\Plugins\XeSS\XeSS.uplugin...
Building plugin for host platforms: Win64
Running: F:\Engine2\Engine\Binaries\ThirdParty\DotNet\8.0.300\win-x64\dotnet.exe "F:\Engine2\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" UnrealEditor Win64 Development -Project="F:\XeSSAfter\HostProject\HostProject.uproject" -plugin="F:\XeSSAfter\HostProject\Plugins\XeSS\XeSS.uplugin" -noubtmakefiles -manifest="F:\XeSSAfter\HostProject\Saved\Manifest-UnrealEditor-Win64-Development.xml" -nohotreload -log="C:\Users\patcher\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Engine2\UBA-UnrealEditor-Win64-Development.txt"
Log file: C:\Users\patcher\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Engine2\UBA-UnrealEditor-Win64-Development.txt
Parsing headers for UnrealEditor
  Running Internal UnrealHeaderTool F:\XeSSAfter\HostProject\HostProject.uproject F:\XeSSAfter\HostProject\Intermediate\Build\Win64\UnrealEditor\Development\UnrealEditor.uhtmanifest -WarningsAsErrors -installed
Total of 16 written
Reflection code generated for UnrealEditor in 3.2913648 seconds
Writing manifest to F:\XeSSAfter\HostProject\Saved\Manifest-UnrealEditor-Win64-Development.xml
Building UnrealEditor...
Using Visual Studio 2022 14.38.33143 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130) and Windows 10.0.22621.0 SDK (C:\Program Files (x86)\Windows Kits\10).
[Adaptive Build] Excluded from XeSSCommon unity file: XeSSCommon.cpp, XeSSCommonBlueprintModuleBase.cpp, XeSSCommonModule.cpp, XeSSCommonSceneViewExtensionBase.cpp
[Adaptive Build] Excluded from XeSSSDK unity file: XeSSSDKLoader.cpp, XeSSSDKModule.cpp, XeSSSDKWrapperBase.cpp, XeSSSDKWrapperD3D11.cpp, XeSSSDKWrapperD3D12.cpp, XeSSSDKWrapperVulkan.cpp
[Adaptive Build] Excluded from XeSSPrePass unity file: XeSSPrePass.cpp, XeSSPrePassModule.cpp
[Adaptive Build] Excluded from XeSSCore unity file: XeSSHistory.cpp, XeSSModule.cpp, XeSSRHI.cpp, XeSSSettings.cpp, XeSSUpscaler.cpp
[Adaptive Build] Excluded from XeSSD3D11RHI unity file: XeSSD3D11RHI.cpp, XeSSD3D11RHIModule.cpp
[Adaptive Build] Excluded from XeSSD3D12RHI unity file: XeSSD3D12RHI.cpp, XeSSD3D12RHIModule.cpp
[Adaptive Build] Excluded from XeSSVulkanRHI unity file: XeSSVulkanRHI.cpp, XeSSVulkanRHIModule.cpp
[Adaptive Build] Excluded from XeSSVulkanRHISetup unity file: XeSSVulkanRHISetupModule.cpp
[Adaptive Build] Excluded from XeSSBlueprint unity file: XeSSBlueprintLibrary.cpp, XeSSBlueprintModule.cpp
[Adaptive Build] Excluded from XeLLCore unity file: XeLLDelegates.cpp, XeLLLatencyMarkers.cpp, XeLLMaxTickRateHandler.cpp, XeLLModule.cpp
[Adaptive Build] Excluded from XeLLBlueprint unity file: XeLLBlueprintLibrary.cpp, XeLLBlueprintModule.cpp
[Adaptive Build] Excluded from XeFGCore unity file: XeFGBackBufferHandler.cpp, XeFGModule.cpp, XeFGViewExtension.cpp
[Adaptive Build] Excluded from XeFGBlueprint unity file: XeFGBlueprintLibrary.cpp, XeFGBlueprintModule.cpp
[Adaptive Build] Excluded from XeFGRHI unity file: XeFGDXGISwapChainProvider.cpp, XeFGRHI.cpp, XeFGRHIModule.cpp
Determining max actions to execute in parallel (16 physical cores, 32 logical cores)
  Executing up to 16 processes, one per physical core
Using Unreal Build Accelerator local executor to run 107 action(s)
  Storage capacity 40Gb
UbaSessionServer - Failed to delete directory C:\ProgramData\Epic\UnrealBuildAccelerator\sessions\241222_131903\log (Access is denied.)
UbaSessionServer - Failed to delete directory C:\ProgramData\Epic\UnrealBuildAccelerator\sessions\241222_131903\temp (Access is denied.)
UbaSessionServer - Failed to delete directory C:\ProgramData\Epic\UnrealBuildAccelerator\sessions\241222_150805\log (Access is denied.)
UbaSessionServer - Failed to delete directory C:\ProgramData\Epic\UnrealBuildAccelerator\sessions\241222_150805\temp (Access is denied.)
UbaSessionServer - Failed to delete directory C:\ProgramData\Epic\UnrealBuildAccelerator\sessions\241222_165205\log (Access is denied.)
UbaSessionServer - Failed to delete directory C:\ProgramData\Epic\UnrealBuildAccelerator\sessions\241222_165205\temp (Access is denied.)
UbaSessionServer - Failed to delete directory C:\ProgramData\Epic\UnrealBuildAccelerator\sessions\241222_180531\log (Access is denied.)
UbaSessionServer - Failed to delete directory C:\ProgramData\Epic\UnrealBuildAccelerator\sessions\241222_180531\temp (Access is denied.)
---- Starting trace: 250730_152515 ----
UbaServer - Listening on 0.0.0.0:1345
------ Building 107 action(s) started ------
[1/107] Resource Default.rc2
[2/107] Resource Default.rc2
[3/107] Resource Default.rc2
[4/107] Resource Default.rc2
[5/107] Resource Default.rc2
[6/107] Resource Default.rc2
[7/107] Resource Default.rc2
[8/107] Resource Default.rc2
[9/107] Resource Default.rc2
[10/107] Resource Default.rc2
[11/107] Resource Default.rc2
[12/107] Resource Default.rc2
[13/107] Resource Default.rc2
[14/107] Resource Default.rc2
[15/107] Resource Default.rc2
[16/107] Compile [x64] SharedPCH.UnrealEd.Cpp20.cpp
[17/107] Compile [x64] XeSSUnrealVulkanRHI.cpp
F:\Engine2\Engine\Source\Runtime\VulkanRHI\Private\VulkanQueue.h(12,1): fatal error C1083: Cannot open include file: 'RHIDiagnosticBuffer.h': No such file or directory
#include "RHIDiagnosticBuffer.h"
^
[18/107] Compile [x64] Module.XeSSCommon.cpp
[19/107] Compile [x64] XeSSUnrealModule.cpp
[20/107] Compile [x64] PerModuleInline.gen.cpp
[21/107] Compile [x64] XeSSSDKWrapperD3D11.cpp
[22/107] Compile [x64] XeSSSDKModule.cpp
[23/107] Compile [x64] XeSSCommonModule.cpp
[24/107] Compile [x64] XeSSCommonSceneViewExtensionBase.cpp
[25/107] Compile [x64] Module.XeSSSDK.cpp
[26/107] Compile [x64] XeSSSDKLoader.cpp
[27/107] Compile [x64] XeSSSDKWrapperBase.cpp
[28/107] Compile [x64] XeSSUnrealD3D11RHI.cpp
[29/107] Compile [x64] XeSSCommon.cpp
[30/107] Compile [x64] XeSSCommonBlueprintModuleBase.cpp
[31/107] Compile [x64] XeSSSDKWrapperD3D12.cpp
[32/107] Compile [x64] XeSSSDKWrapperVulkan.cpp
[33/107] Compile [x64] Module.XeFGRHI.cpp
[34/107] Link [x64] UnrealEditor-XeSSCommon.lib
[35/107] Compile [x64] Module.XeLLCore.cpp
[36/107] Link [x64] UnrealEditor-XeSSSDK.lib
[37/107] Compile [x64] XeSSSettings.cpp
[38/107] Compile [x64] Module.XeSSCore.cpp
[39/107] Compile [x64] XeSSRHI.cpp
[40/107] Compile [x64] Module.XeSSPrePass.cpp
[41/107] Compile [x64] XeLLDelegates.cpp
[42/107] Compile [x64] Module.XeFGCore.cpp
[43/107] Link [x64] UnrealEditor-XeSSSDK.dll
[44/107] Compile [x64] XeSSPrePassModule.cpp
[45/107] Link [x64] UnrealEditor-XeSSCommon.dll
[46/107] Compile [x64] XeSSUnrealD3D12RHI.cpp
[47/107] Compile [x64] Module.XeFGBlueprint.cpp
[48/107] Compile [x64] XeFGBlueprintModule.cpp
[49/107] Compile [x64] XeLLMaxTickRateHandler.cpp
[50/107] Compile [x64] XeSSHistory.cpp
[51/107] Compile [x64] Module.XeLLBlueprint.cpp
[52/107] Compile [x64] XeLLBlueprintLibrary.cpp
[53/107] Compile [x64] XeFGBlueprintLibrary.cpp
[54/107] Link [x64] UnrealEditor-XeFGBlueprint.lib
[55/107] Compile [x64] XeLLBlueprintModule.cpp
[56/107] Link [x64] UnrealEditor-XeLLBlueprint.lib
[57/107] Compile [x64] XeFGDXGISwapChainProvider.cpp
[58/107] Compile [x64] XeFGRHIModule.cpp
[59/107] Compile [x64] Module.XeSSBlueprint.cpp
[60/107] Compile [x64] XeSSModule.cpp
[61/107] Compile [x64] XeSSBlueprintModule.cpp
[62/107] Compile [x64] XeSSUnreal.cpp
F:\Engine2\Engine\Source\Runtime\VulkanRHI\Private\VulkanQueue.h(12,1): fatal error C1083: Cannot open include file: 'RHIDiagnosticBuffer.h': No such file or directory
#include "RHIDiagnosticBuffer.h"
^
[63/107] Compile [x64] Module.XeSSD3D11RHI.cpp
[64/107] Compile [x64] XeSSD3D11RHIModule.cpp
[65/107] Compile [x64] Module.XeSSD3D12RHI.cpp
[66/107] Compile [x64] Module.XeSSVulkanRHISetup.cpp
[67/107] Compile [x64] Module.XeSSVulkanRHI.cpp
[68/107] Compile [x64] XeSSVulkanRHISetupModule.cpp
[69/107] Compile [x64] XeLLModule.cpp
[70/107] Link [x64] UnrealEditor-XeSSVulkanRHISetup.lib
[71/107] Compile [x64] XeLLLatencyMarkers.cpp
[72/107] Compile [x64] XeSSVulkanRHIModule.cpp
[73/107] Link [x64] UnrealEditor-XeLLCore.lib
[74/107] Compile [x64] XeFGRHI.cpp
[75/107] Link [x64] UnrealEditor-XeFGRHI.lib
[76/107] Compile [x64] XeSSD3D12RHIModule.cpp
[77/107] Compile [x64] XeFGModule.cpp
[78/107] Link [x64] UnrealEditor-XeLLBlueprint.dll
[79/107] Compile [x64] XeSSD3D11RHI.cpp
[80/107] Link [x64] UnrealEditor-XeSSD3D11RHI.lib
[81/107] Compile [x64] XeSSBlueprintLibrary.cpp
[82/107] Link [x64] UnrealEditor-XeSSBlueprint.lib
[83/107] Compile [x64] XeSSVulkanRHI.cpp
F:\Engine2\Engine\Source\Runtime\VulkanRHI\Private\VulkanQueue.h(12,1): fatal error C1083: Cannot open include file: 'RHIDiagnosticBuffer.h': No such file or directory
#include "RHIDiagnosticBuffer.h"
^
[84/107] Compile [x64] XeSSD3D12RHI.cpp
[85/107] Link [x64] UnrealEditor-XeSSD3D12RHI.lib
[86/107] Compile [x64] XeFGBackBufferHandler.cpp
[87/107] Compile [x64] XeFGViewExtension.cpp
[88/107] Link [x64] UnrealEditor-XeFGCore.lib
[89/107] Compile [x64] XeSSUpscaler.cpp
[90/107] Link [x64] UnrealEditor-XeSSCore.lib
[91/107] Compile [x64] XeSSPrePass.cpp
[92/107] Link [x64] UnrealEditor-XeSSPrePass.lib
Trace written to file C:/Users/patcher/AppData/Roaming/Unreal Engine/AutomationTool/Logs/F+Engine2/UBA-UnrealEditor-Win64-Development.uba with size 26.3kb
Total time in Unreal Build Accelerator local executor: 66.00 seconds

Result: Failed (OtherCompilationError)
Total execution time: 147.43 seconds
Took 148.18s to run dotnet.exe, ExitCode=6
UnrealBuildTool failed. See log for more details. (C:\Users\patcher\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Engine2\UBA-UnrealEditor-Win64-Development.txt)
AutomationTool executed for 0h 2m 32s
AutomationTool exiting with ExitCode=6 (6)
BUILD FAILED

F:\Engine2\Engine\Build\BatchFiles>```

namidaka avatar Jul 30 '25 13:07 namidaka

Please try to update XeSSVulkanRHI.Build.cs with following content:

		PrivateDependencyModuleNames.AddRange(
			new string[] {
				"Core",
				"CoreUObject",
				"Engine",
				"RHI",
                                "RHICore",  // the module added
				"VulkanRHI",
				"Projects",

				"XeSSSDK",
				"XeSSCommon",
				"XeSSCore",
				"XeSSUnreal",
			}
		);

XeSSUnreal.Build.cs with following content:

		PrivateDependencyModuleNames.AddRange(
			new string[] {
				"Core",
				"D3D11RHI",
				"D3D12RHI",
				"Engine",
				"RenderCore",
				"Renderer",
				"RHI",
                                "RHICore", // the module added
				"VulkanRHI",
			}
		);

xessgamedev avatar Jul 30 '25 16:07 xessgamedev

Please try to update XeSSVulkanRHI.Build.cs with following content:

		PrivateDependencyModuleNames.AddRange(
			new string[] {
				"Core",
				"CoreUObject",
				"Engine",
				"RHI",
                                "RHICore",  // the module added
				"VulkanRHI",
				"Projects",

				"XeSSSDK",
				"XeSSCommon",
				"XeSSCore",
				"XeSSUnreal",
			}
		);

XeSSUnreal.Build.cs with following content:

		PrivateDependencyModuleNames.AddRange(
			new string[] {
				"Core",
				"D3D11RHI",
				"D3D12RHI",
				"Engine",
				"RenderCore",
				"Renderer",
				"RHI",
                                "RHICore", // the module added
				"VulkanRHI",
			}
		);

You can use https://github.com/GameTechDev/XeSSUnrealPlugin/releases/tag/v2.1.1.1, which includes those fixes.

xessgamedev avatar Aug 18 '25 05:08 xessgamedev

Hello! Building the plugin from our source engine did not affect the issue we have at all. I believe you directed me to do that because of the LogModuleManager: Skipping out-of-date modules in manifest '../../../../Game2/Plugins/FSR3/Binaries/Win64/UnrealEditor.modules' (BuildId 43139311 != 7f0a417f-61b2-432e-9fe8-0fa37da3c4e7): Line.

Those actually happens with all our plugins when built the first time by clicking the uproject example here : LogModuleManager: Skipping out-of-date modules in manifest '../../../../Game2/Plugins/FSR3/Binaries/Win64/UnrealEditor.modules' (BuildId 43139311 != 7f0a417f-61b2-432e-9fe8-0fa37da3c4e7):

Those seem harmless and do not prevent us from opening the UProject. The plugins that have these messages also work fine so i believe those to be harmless warnings.

Note: Some warning when building the plugin from source , don't know if those are relevant Image

Provided full log for :

  • Build of the plugin from source
  • Opening UProject with XeSS
  • Opening UProject without XeSS (works)

BuildingFromSourceLog.txt FailingToOpenUProjectWithXeSS.log LogWithoutXeSS.log

namidaka avatar Aug 18 '25 12:08 namidaka

Bellwright (79).log

Image

@xessgamedev Issue is actually still here. It was solved for me probably because i had built using visual studio, but our team members who don't use visual studio still have it So back to square 1 :

  • Copy Xess plugin to Game/Plugins/XeSS
  • Enable XeSS in the uproject file
  • Double click the Uproject File

Logs in the message above are still valid

namidaka avatar Aug 18 '25 12:08 namidaka

sorry to bother but just tagging in case this got missed @xessgamedev

namidaka avatar Aug 21 '25 01:08 namidaka

I still failed to re-produce the issue, but you can try to modify all "LoadingPhase": "EarliestPossible" to "LoadingPhase": "PostConfigInit" and see what will happen if you see this:

Image

xessgamedev avatar Aug 21 '25 05:08 xessgamedev

Image the warnings here should not be relevant, and will be fixed in the next release with C# conditional compilation (#if)

xessgamedev avatar Aug 21 '25 05:08 xessgamedev

Solved : The fix was the one i did in the very begining :

Image

The missing Xell dll lib when building development was unrelated. We had Binaries folder under svn ignore , which made the needed thirdparty file not to be commited in the project.

Issue solved and thanks for your time

namidaka avatar Oct 19 '25 16:10 namidaka

Good news! and thank you for updating here. We'll check if to change LoadingPhase to PostConfigInit in future releases.

xessgamedev avatar Oct 19 '25 16:10 xessgamedev