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'ModuleManager.h': No such file or directory

Open saulfm15 opened this issue 4 years ago • 8 comments

I have been trying to install this plugin in 4.25.4, when i open my project works as normal, in bluprints i can ad the ZipUtility nodes, but when I Run the project it crash when it access to the ZipUtility. I open the .sln project and shows an error while trying access "ZipFileFunctionLibrary.cpp", and when i compile the project, 'ModuleManager.h': No such file or directory, this error shows up, i already try by adding the directions on the codes by this metod: #include "Modules/ModuleManager.h" more errors of that type appear and i do the same till the stop to show up, I compile and run in the editor, and again the project crash while accessing the ZipUtility on play

saulfm15 avatar Dec 03 '20 00:12 saulfm15

Hello! I Have the same problem :( Do you know any fix?

Demasoka avatar Jun 28 '21 12:06 Demasoka

I uninstall, delete, redownload and reinstall the plugin and that make it work, i guess some file was corrupted or something

saulfm15 avatar Jun 28 '21 20:06 saulfm15

I have exactly the same issue. 4.25.4 crashes when calling the Zip node.

If I try to compile from sources so that I get more info, it would not compile because of the error in the ticket headline.

Not sure how's that supposed to work because if you look into the documentation, it's supposed to be:

#include "Modules/ModuleManager.h"

(i.e. with the Modules/ prefix)

See: https://docs.unrealengine.com/4.26/en-US/API/Runtime/Core/Modules/FModuleManager/

ArosPrince avatar Aug 10 '21 14:08 ArosPrince

See above, make sure you're using the 7z release so you have the dependencies

getnamo avatar Aug 11 '21 16:08 getnamo

I do. I have also tried redownloading it (which makes little sense, but still) and setting up a completely new blank project. I tried both v0.10.0 and v0.9.0. Still, running a BP only project would crash and trying to compile a C++ project would not compile because of the error above.

ArosPrince avatar Aug 11 '21 19:08 ArosPrince

Check path is absolute and confirm file/folder exists

This is 4.25/win64?

getnamo avatar Aug 11 '21 19:08 getnamo

Hi, sorry for the late response. Somehow I missed the notification.

Yes, it's 4.25.4/win64. Launcher binaries.

ArosPrince avatar Sep 01 '21 20:09 ArosPrince

I just ran into the issue as well, but I found the cause:

ZipUtility searches for the ATL path like this

var vsDir = VsDirectory;
if (!string.IsNullOrEmpty(vsDir))
{
    string msvcPath = Path.Combine(vsDir, @"VC\Tools\MSVC\");
    string msvcVersion = Directory.GetDirectories(msvcPath)[0];
    atlPath = Path.Combine(msvcPath, msvcVersion, "atlmfc");
}

Aka it will only ever look into the first folder it finds. In my case, I had ATL installed, but for 14.29 and not for 14.16, and since 14.16 came first in alphabetical order it failed here.

The quick fix is either to install ATL for all MSVC versions or to look which one comes with ATL and then adjust the array index in Source/ZipUtility/ZipUtility.Build.cs

Theaninova avatar Apr 25 '22 16:04 Theaninova

Fixed in https://github.com/getnamo/ZipUtility-Unreal/releases/tag/v1.1.1 for VS2019

getnamo avatar Nov 17 '22 09:11 getnamo