Fresh install with "Unknown specifier" errors up the wazoo!
Hello again, all! I just finished following most of the fresh install steps under getting started -- including a uninstall and restart from scratch since I thought maybe my copy of UE4 was somehow causing these same errors. (Spoiler: That didn't fix it! Oh well...)
Anyway, not too sure what's causing this and didn't see any similar errors from other users when I searched the Discord. Here is my very first build output, attached. (Apparently it was too big and it made it an attachment automatically? Neat!) Anyway, if it does what it did before, I can double click any of these errors and it opens some kind of mini-compiler where it looked like it was trying to compile library modules for the various
#included
headers or something ... I can do it again if that helps, but it added a ton more errors every time I did.
Any idea what's causing this? I made sure I have the right version of all of the required software -- even the optional VS extension. Thanks again, all!Solution:Jump to solution
OK... so if this works, looks like my main takeaways are:
- Make sure to install the CLang Linux Dedicated Server Support files ... even if we aren't making dedicated server mods
- Be sure to check that the platform is Win64 in the dropdown next to "Development Editor"
- Be sure to grab v-66 for 1.0 (and it sounds like v-68 for 1.1, yeah?)...
76 Replies
Note: "exit code 6" which appears in build logs is very unspecific - it typically means that building C++ failed for some other reason. If you'd like help with this error, make sure that you also share the rest of the build output as described here (or from the Alpakit Log tab if you're getting this at mod package time)
https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/project_setup.html#_the_command_exited_with_code_6
-# Responding to
exitcode6moreinfoneeded
triggered by @BoswenMcBastokAdditionally, if I try to open UE5, it gives me a dialog box with the following error, and then exits:
It looks like you're getting a crash when trying to open the Unreal Editor - are you sure you downloaded our custom engine version as described in the docs?
Is the EngineAssociation in the uproject file set to the correct engine version?
Make sure to grab the Aspiring Modder role in https://discord.com/channels/555424930502541343/555442202780762143 if you haven't yet.
-# Responding to
editorenginemodulecompilefailure
triggered by @BoswenMcBastokFair. That was just a blank project. I was trying to get something in there to initialize somewhere. I'll try the actual starter project.
But I did get a similar kind of error last time I tried putting an install together. Standby for the corrected error!
OK -- here's the modules I'm actually missing -- most of which look like they are because my build in VS didn't actually succeed:
It looks like you're getting a crash when trying to open the Unreal Editor - are you sure you downloaded our custom engine version as described in the docs?
Is the EngineAssociation in the uproject file set to the correct engine version?
Make sure to grab the Aspiring Modder role in https://discord.com/channels/555424930502541343/555442202780762143 if you haven't yet.
-# Responding to
editorenginemodulecompilefailure
triggered by @BoswenMcBastokAye! I downloaded the custom engine and just confirmed in the .uproject file:
"EngineAssociation": "5.3.2-CSS"
. So there's that at least.
Oh, and I used a console command in Power Shell instead of trusting my right-click context menu, even after a reinstall ... just in case. This was my completed command:
& "E:\WinPRG\Unreal Engine - CSS\Engine\Build\BatchFiles\Build.bat" -projectfiles -project="E:\Projects\SFMods\SatisfactoryModLoader\FactoryGame.uproject" -game -rocket -progress
Hmmm... So this is odd. I right-clicked at the very top-level "Solution 'FactoryGame' (53 of 53 projects)" to see if I could find that "install these for an optimized experience" thing that the docs said I could ignore to try that... and chose "Install Missing Features" ... and lo and behold, what do I find?! An option to install "MSVC v143 - VS 2022 C++ X64/x86 build tools (v14.36-17.6)" !! Isn't that one of the things the docs had me ensure was checked during one of the steps?! (And it was!) Maybe something borked? Gonna try this one!


80 packages (!) -- looks promising?
Dang! No dice. :/
OK -- tried the "open" the errors thing again. When I double clicked the first error, it opened "E:\Projects\SFMods\SatisfactoryModLoader\Source\FactoryDedicatedClient\Public\RequestEmitters\FGClientAuthenticationRequester.h". And the updated build output added:
When did you download the engine?
If you downloaded the latest version (released no more than a few days ago), it is meant to be used with the dev branch of the project (for Satisfactory 1.1)
See https://discord.com/channels/555424930502541343/1036634533077979146/1360877332646330378
cc @Robb (Busy)
ah yup you're getting the same problem @Chromeister is, I just didn't recognize it until now
I just downloaded the engine yesterday -- but I got the branch tag of SML and see if it works better... If that fails, I can grab the dev branch. I haven't actually installed SF 1.1 yet myself! (Gasp!) No, really! It looks awesome and I'm looking forward to trying it. But for now with my limited time to play and code, 1.0 was the more realistic choice. (And yes, I get that I'll need to update any mods I make for 1.1 -- Happy to do so when the time comes.)
Thanks, all!
UnrealEngine-CSS-Editor-Win64.exe, -1.bin, -2.bin
files tagged on release "5.3.2-css-66", dated Sep 28, 2024. Isn't that the one for 1.0? I even double checked the properties on my download of the setup executable and it said "5.3.2-0+++5.3.2-CSS". Perhaps I have some more reading to do!
Also -- ah-HA! I re-read thru the docs again. I missed a crucial note about cloning SML at the v3.10.0 tag and made a bold assumption that the master branch (in its current state) was for SF 1.0 and the dev branch was for experimental/1.1. D'oh! I actually haven't ever done a git checkout
to a specific snapshotted tag! Never even heard of that! (I'm super new to git -- sorry!) Neat!
I'm going to try to start over from there and get the correct Here's a fresh copy of the "Generate Visual Studio Files" step -- after removing the old SML directory, re-cloning it so I'm on a fresh copy, and doing a
git checkout v3.10.0
. Posting it here in case I/we need it for troubleshooting later.Note: the
Unable to instantiate module 'SubversionSourceControl'
error produced when generating project files can be ignored. We don't use Subversion.
-# Responding to subversionsourcecontrol
triggered by @BoswenMcBastokConfused about checking out v3.10.0
I was, but I figured out what I think the instructions (here: https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/StarterProject/StarterProjectViaClone.html ) were telling me to do.
Youβre Cloning the Starter Project :: Satisfactory Modding Docume...
Youβve chosen to clone the Starter Project repository. Good choice! This will make it easy to update the project with changes to SML l...
Ah, it's literally what the docs say
Aye.
The first two times, I just did a git clone and worked straight from whatever state
master
was in.
About to try a compile for the third time and see if it works without errors this time...I don't see much here other than Linux platforms being skipped (did you install clang?)
I did not, no, but it sounded like that wasn't needed since I'm not writing something for the Linux* dedicated server.
If you want other people to use your mods, you should provide Linux dedicated server builds for your mods if you can
I think most SF server hosting providers use Linux
Looks like that step isn't optional, haha! I just got the same set of compile errors again. Let me install that and give it another go...
Note: the "exit code 6" message which appears in build logs is very vague - it indicates that building C++ failed for some other reason. If you'd like help with this error, make sure that you also share the rest of the build output as described here (or from the Alpakit Log tab if you're getting this at mod package time)
https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/project_setup.html#_the_command_exited_with_code_6
-# Responding to
exitcode6moreinfoneeded
triggered by @BoswenMcBastokHmmmmm, why is UHT dying
It's complaining about this: https://github.com/satisfactorymodding/SatisfactoryModLoader/blob/master/Source/FactoryDedicatedServer/Public/Controller/FGServerAuthenticationController.h#L28
Aye, I saw that. Maybe because I didn't have the Linux Dedicated Server Support stuff installed yet? It is now and I just did a rebuild:
I've got to get going for a few hours, but I'll give this another go later today and see if we can figure out what's up.
Maybe I needed to actually restart VS or my whole PC after all of the re-/fresh installs?
The log says there is another log in
%LOCALAPPDATA%\UnrealBuildTool\Log.txt
Standby. I'll snag it real quick.
There it is
IIRC there's a plugin somewhere which CSS uses to add more things to UHT (Unreal Header Tool), such as that
FGServerRequestHandler
And I think it's not loading for some reasonOh, weird!
You probably need to reboot
And perhaps generate VS files again
This should look something like this:
Ah, these should be in the engine: https://github.com/satisfactorymodding/UnrealEngine/blob/ac091c7894f837c7059f0f489835036d4118fc95/Engine/Source/Programs/Shared/EpicGames.UHT/Specifiers/UhtFunctionSpecifiers.cs#L65
You may want to go to your engine installation directory and see what this file looks like:
Engine/Source/Programs/Shared/EpicGames.UHT/Specifiers/UhtFunctionSpecifiers.cs
Copy. I'll be home in about 30 minutes and will give both of those ideas a go. Hopefully that'll do the trick!
Thanks, Rex!
OK. Rebuilt the project files. No more "Some Platforms were skipped" message! (Yay!) Here's the complete output.
Note: the
Unable to instantiate module 'SubversionSourceControl'
error produced when generating project files can be ignored. We don't use Subversion.
-# Responding to subversionsourcecontrol
triggered by @BoswenMcBastokDefinitely looks better thus far! Gonna try a build in VS now.
Dang! Getting the same 31 errors again.
Note: the "exit code 6" message which appears in build logs is very vague - it indicates that building C++ failed for some other reason. If you'd like help with this error, make sure that you also share the rest of the build output as described here (or from the Alpakit Log tab if you're getting this at mod package time)
https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/project_setup.html#_the_command_exited_with_code_6
-# Responding to
exitcode6moreinfoneeded
triggered by @BoswenMcBastokI'm going to try the "you might need to install" extra components (because why not at this point*), give it another restart, and then try a build...
Looks like it's just asking for a paltry 60 MB worth of extra Linux stuff... Might as well!
No dice! Same 31 errors with a bunch of "Unknown specifier" and "Found '=' when expecting..." problems. I'm going to go read thru @Chromeister's thread and see if I can glean something there. In a quick skim, it looks like I might just need to switch to experimental, an updated engine, and (probably) some other update somewhere? Hopefully that's not required, but I'm willing to go that route if I have to.
Note: the "exit code 6" message which appears in build logs is very vague - it indicates that building C++ failed for some other reason. If you'd like help with this error, make sure that you also share the rest of the build output as described here (or from the Alpakit Log tab if you're getting this at mod package time)
https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/project_setup.html#_the_command_exited_with_code_6
-# Responding to
exitcode6moreinfoneeded
triggered by @BoswenMcBastokpretty sure those errors are the ones from having too new of an engine version, you might need to full uninstall it before trying to run the -66 installer
or switch to experimental like you already stated
Awww, man! So I checked the properties of the "UnrealEditor.exe" in "...Unreal Engine - CSS\Engine\Binaries\Win64" and the "Product version" property is showing "++5.3.2-CSS-CL-68"! Dang! I must have grabbed the -68 version yesterday somehow! So even though I did a re-install, it was still the newer version! Whoa... Well... Hopefully this is helpful for someone that has to go thru this later? Haha. Gonna download the actually -66 version and see if I can make progress from there... For now. Because I apparently like pain, haha, when the better route is probably to just switch to 1.1. XD
So I checked the installer .exe file and confirmed -- I have a 17MB file, not a 14.7 MB file!
...which means I definitely had 5.3.2-css-68 installed...
See you all in an hour or so! Time to give this one more go.
Right, and those errors happen because IIRC the UHT stuff got moved from engine hacks to a plugin
Which is why I wanted to compare this file in particular
OK! Progress! I only have a single error this time:
Note: the "exit code 6" message which appears in build logs is very vague - it indicates that building C++ failed for some other reason. If you'd like help with this error, make sure that you also share the rest of the build output as described here (or from the Alpakit Log tab if you're getting this at mod package time)
https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/project_setup.html#_the_command_exited_with_code_6
-# Responding to
exitcode6moreinfoneeded
triggered by @BoswenMcBastok"The Linux platform is not supported from this engine distribution."
And here's the latest version of the build log:
Oh! So it looks like I have "Linux" selected next to Development Editor, instead of Win64 ... Standby...
Build is looking promising!
Looks like it maybe succeeded? Waiting for the full output, but it appears to be making the object files and linking the libraries now...
WAAAY different output than before. I think we did it, folks! π€
RadianceBM
YouTube
Final Fantasy VII Rebirth OST - Main Theme of FFVII - Battle Edit
Hi guys ! New main theme (in battle edit) from the new Final Fantasy VII Rebirth 2024
Please enjoy and subscribe if you want more content
--------------------------
SUBSCRIBE HERE FOR MORE CONTENT : https://www.youtube.com/channel/UCxGei44mscZa1Xz_N2d5fJQ/?sub_confirmation=1
---------------------------
Final Fantasy is a property and a creati...
(Looks like I"m at Step 115 of 261 so far...)
(Now it's got me wondering if I had "Linux" selected instead of Win64 this whole time... Ugh!)
Step 154!
Solution
OK... so if this works, looks like my main takeaways are:
- Make sure to install the CLang Linux Dedicated Server Support files ... even if we aren't making dedicated server mods
- Be sure to check that the platform is Win64 in the dropdown next to "Development Editor"
- Be sure to grab v-66 for 1.0 (and it sounds like v-68 for 1.1, yeah?)
π It worked!
1>Total execution time: 640.72 seconds
1>Done building project "FactoryGame.vcxproj".
========== Build: 1 succeeded, 0 failed, 10 up-to-date, 0 skipped ==========
========== Build completed at 3:46 PM and took 10:42.225 minutes ==========
Time to go fire it up and see if that part works!
LIFTOFF!

Haa! Only ~6000 more shader compiles to go, LOL
Time to pet some :doggo:
YESSSS! Fingers still crossed!
Got mine right here next to me, in fact. (A gift for Father's Day last year.)
π

HAHAHAHAHAHAHA
I was in....
For like two seconds.... And then it crashed π

I can't help but laugh. XD
Maybe it's because your computer is bricked :wonke:
LOL.
Hmmm, try starting it again
For sure.
I wonder if I need to close Visual Studio first?
I just left it open.
Closed it this time and re-pened.
Getting further!
OK!
It shouldn't matter as long as your computer has enough RAM
I think it worked?

It's alive, yes
32 GB installed and...
~15 GB free
(after opening)
ok!
I think we've done it!
HOLY. FREAKIN'. CRAP!
That was a heck of a ride!
Thanks, everyone!
Gonna go try to finish following the rest of the newbie guide now, haha!
Then I would mark this as the solution
Aye, was just about to ask.
Which part?
My last build log and notes?
The message I replied to
Where you put the takeaways
Copy.
It's basically the answer to the problem(s) you had
Cool. Done!
Thanks, @Rex ! And thanks, @Robb !
Time to go touch grass for a moment and come back fresh. XD