ZipUtility-Unreal
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'ModuleManager.h': No such file or directory
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
Hello! I Have the same problem :( Do you know any fix?
I uninstall, delete, redownload and reinstall the plugin and that make it work, i guess some file was corrupted or something
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/
See above, make sure you're using the 7z release so you have the dependencies
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.
Check path is absolute and confirm file/folder exists
This is 4.25/win64?
Hi, sorry for the late response. Somehow I missed the notification.
Yes, it's 4.25.4/win64. Launcher binaries.
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
Fixed in https://github.com/getnamo/ZipUtility-Unreal/releases/tag/v1.1.1 for VS2019