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При установке Unreal Engine появляется ошибка, связанная с Visual Studio 2019 (4.25 or Later VS 2019 Default, 4.22 or Later VS 2017/VS 2019):
No compiler was found. In order to use a C++ template, you must first install Visual Studio 2019.

А также при попытке установке Visual Studio 2019 появляется ошибка:
Прекращена работа программы visual studio installer
Сигнатура проблемы:
Имя события проблемы: APPCRASH
Имя приложения: vs_setup_bootstrapper.exe
Версия приложения: 2.9.3365.38425
Имя модуля с ошибкой: KERNELBASE.dll
Версия модуля с ошибкой: 6.1.7601.24499 и т.д.


Сначала пробуем полностью обновить операционную систему Windows Панель управления -> Центр обновления Windows.
Если в результате произошла ошибка при обновлении следующего характера:
Произошла ошибка при поиске новых обновлений код 80072efe

То необходимо скачать агент Windows, ссылка на скачивания указана в комментариях.
Если не помогло, то полностью,
Удаляем старые версии Visual Studio, например,
C:ProgramDataMicrosoft Visual Studio
C:Program Files (x86)Microsoft Visual Studio 8
C:Program Files (x86)Microsoft Visual Studio 9.0
Если ошибка не устранилась,пробуем остановить службу winmgmt через cmd от имени администратора
net stop winmgmt
winmgmt /resetRepository


В конечном результате должна появится установка — Visual Studio Installer 2019

856
Hi all,
Sorry if this isn’t allowed, but I am really running out of options now and it’s been nearly 3 weeks with no help.
I’ve been trying to get UE4 and Visual studio 2017/2019 to work together, but it’s just not working.
The problem:
I am trying to create a C++ Project but get the error:
“No compiler was found. In order to use a C++ template, you must first install Visual Studio 2017”.
![r/unrealengine - [HELP] UE4 and VS2017: No compiler found](https://preview.redd.it/lcqivuy4iks31.png?width=1111&format=png&auto=webp&v=enabled&s=4840abb6022430996b7aca2387233e0fbb137f4f)
I’ve uninstalled and reinstalled multiple versions of UE4 and Visual Studio with no luck.
Please see my ticket on the AnswerHub for more information:
https://answers.unrealengine.com/questions/925249/view.html
I’ve tried absolutely everything I’ve found online and tried to contact epic support (as I can’t find an unreal support email), but they said they can’t help with that type of problem.
![r/unrealengine - [HELP] UE4 and VS2017: No compiler found](https://preview.redd.it/sp39uxh6iks31.png?width=349&format=png&auto=webp&v=enabled&s=9bd8158a79092150cc3367634d8c44fd1ba713cb)
![r/unrealengine - [HELP] UE4 and VS2017: No compiler found](https://preview.redd.it/2i6py047iks31.png?width=1396&format=png&auto=webp&v=enabled&s=52d64b2c2bef1ae7190fdf4281c277bb5d861dea)
Debugging:
Looking at the UE4.23 source code: it’s looking for Visual Studio in various places, as suggested by other posts online. I have registry keys to cover all of those locations, but UE cannot find it still.
![r/unrealengine - [HELP] UE4 and VS2017: No compiler found](https://preview.redd.it/ieeqciuyhks31.png?width=1035&format=png&auto=webp&v=enabled&s=0d28826054a975f29537559666b65c53c17b41b5)
Please someone help me!
Thanks!
Edit: Added Debugging stuff
A C++ project for Unreal engine can be created manually, since it’s defined exclusively in text files arranged in a specific directory structure in the file system.
Firstly, you need the project file itself. It is a json file with .uproject extension (let’s call it MyProject for example). The contents required are a EngineAssociation field for the engine version (which can be both be intalled from Epic Games Launcher or built from source), and at least one module in the Modules array. Here is an example:
{
"FileVersion": 3,
"EngineAssociation": "4.27",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "MyProjectModule",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"CoreUObject",
"UMG",
"Engine"
]
}
]
}
Next, we need to create target files. Create a Source folder in the same directory as the uproject. In that folder, two files are needed: one for the standalone project and one for the in-Editor project. They are named (ProjectName).target.cs and (ProjectName)Editor.target.cs (note: no space or underscore before Editor, i.e. MyProject.target.cs and MyProjectEditor.target.cs).
These files are used to set up overall build settings. Contents can be nearly identical. In their simplest form, here is .target.cs:
using UnrealBuildTool;
using System.Collections.Generic;
public class MyProjectTarget : TargetRules
{
public MyProjectTarget( TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
}
}
and Editor.target.cs:
using UnrealBuildTool;
using System.Collections.Generic;
public class MyProjectEditorTarget : TargetRules
{
public MyProjectEditorTarget( TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V2;
}
}
Finally, you need to define the MyProjectModule module that was declared in the uproject. Make and a subfolder named after the module in the Source folder (for this example, Source/MyProjectModule). There, three files are needed: a build.cs which defines how to build this module, a ModuleName.h and ModuleName.cpp files that «implement» the module for Unreal’s reflection system.
Simplest Build.cs:
using UnrealBuildTool;
public class MyProjectModule : ModuleRules
{
public MyProjectModule(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] {
"Core",
"CoreUObject",
"Engine"
});
}
}
Simplest module .h:
#pragma once
#include "CoreMinimal.h"
Simplest module .cpp:
// Copyright Epic Games, Inc. All Rights Reserved.
#include "MyProjectModule.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, MyProjectModule, "MyProjectModule" );
This should be a sufficient base project to follow the rest of the official guide for using VS Code / other IDE. That doesn’t answer the part of your question about using g++ for compilation, and will require either MSVC on Windows or Clang on Linux and Mac. I hope that’s not a big issue.
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