[UBT Bug] No longer able to compile plugins in standalone since 5.3

from :UBT Bug No longer able to compile plugins in standalone since 5.3 - Pipeline & Plugins - Epic Developer Community Forums

Hacking around I managed to both a) identify the problem plugins, and b) make the build tool immune to this crash.

我设法识别了问题插件,并使构建工具免受此崩溃的影响。

  1. Open C:\Program Files\Epic Games\UE_5.4\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.sln in Visual Studio
    打开 Visual Studio 中的 C:\Program Files\Epic Games\UE_5.4\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.sln
  2. Make Configuration/ModuleRules.cs writable
    设置 Configuration/ModuleRules.cs 可写
  3. Find the IsValidForTarget method
    找到 IsValidForTarget 方法
  4. Replace the first line of code with the code below.
    将第一行代码替换为以下代码。
  5. Compile with Build → Build Solution (make sure it completes ok and says it's updated the C:\Program Files\Epic Games\UE_5.4\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll file.
    编译时使用构建 → 构建解决方案(确保它完成并显示已更新 C:\Program Files\Epic Games\UE_5.4\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll 文件)。
  6. Attempt to build your project/plugin again
    尝试再次构建您的项目/插件
  7. Look in the "C:\Users_yourusername \AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.4" or similar folder for the .txt file with the long name.
    查看"C:\Users_yourusername
    \AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.4"或类似文件夹中的长名.txt 文件。
  8. In it search for "Does not support" and see if the new code has triggered. The start of the line will tell you the plugin.
    在搜索"不支持"并查看新代码是否已触发。行的开头会告诉你插件。
复制代码

IEnumerable supportedTargetTypes = new TargetType[] { }; try{supportedTargetTypes = moduleType .GetCustomAttributes().SelectMany(x => x.TargetTypes).Distinct();}catch{string module_name = (moduleType != null) ? moduleType.Name : ""; invalidReason = $"TargetType '{targetRules.Type}' : Failed to get SupportedTargetTypesAttribute from '{module_name}'"; return false;}

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