When running the BuildPlugin command on a plugin in 4.20 preview 3, UAT is not detecting the correct root folder for the relative include paths specified in a module's .Build.cs.

Expected: UAT is able to determine the root folder of an include path based on the specified relative path of a plugin module's .Build.cs
Actual: UAT doesn't find the specified include path where it actually exists (in this case, \\MyPlugin\Source\MyModule\Public), and instead reports that it's unable to find it in the root folder of 'C:\Program Files\Epic Games\UE_4.20\Engine\' (or whatever '[4.20EngineRootPath]\Engine\' may be for the user)

Steps to Reproduce
  1. Launch 4.20 preview 3 and create a new project from a Basic Code template
  2. Navigate to the Plugins window and create a new plugin from a Blank template
  3. Run the BuildPlugin command on the plugin like so:
Engine\Build\BatchFiles\RunUAT.bat BuildPlugin -Plugin=[Path to .uplugin file, must be outside engine directory] -Package=[OutputDirectory] -Rocket -targetplatforms=Win64
  1. Observe the following warning can be found in the resulting logs:
    [OutputDirectory]\HostProject\Plugins\MyPlugin\Source\MyModule\MyModule.Build.cs: warning: Referenced directory '[4.20EngineRootPath]\Engine\Source\MyModule\Public' does not exist.

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Fix Commit4160105
Main Commit4202609
Release Commit4160105
CreatedJun 21, 2018
ResolvedJun 25, 2018
UpdatedJul 19, 2018