'RedpointEOSConfig' module could not be loaded
If you encounter the error message failed to load because module 'RedpointEOSConfig' could not be found, you'll need to build your project in Visual Studio. If you are using a blueprint-only project, you'll need to add a C++ file to your project first.
The RedpointEOSConfig and RedpointEOSShared modules are configured to load very early in the engine lifecycle. We have to do this to handle compatibility with Fab which uses Epic Online Services for authentication. Unfortunately, when modules are marked to load EarliestPossible, they attempt to load prior to the engine's out-of-date module check and this is why you get an error instead of the "do you want to rebuild out-of-date modules?" prompt you'd normally get.
If you are adding plugin binaries into source control, don't forget to also add the .modules files that the Unreal build system places in the Binaries/<Platform> folder. If you only add the .dll files and don't add the .modules files, that will cause the "module not found" error message for other members of your team.
Error while cooking
If you're experiencing this error while cooking and packaging your project, try the steps below.
Check your existing build configuration
If you already have a Source directory in your project, and you've customized how the editor builds, make sure that the editor is not configured for a unique build environment. For example, this will cause cooking failures:
using UnrealBuildTool;
using System.Collections.Generic;
public class <PROJECTNAME>EditorTarget : TargetRules
{
public <PROJECTNAME>EditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.Latest;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
// Bad! This will cause cooking to fail!
BuildEnvironment = TargetBuildEnvironment.Unique;
}
}
The Unreal Editor must always be built with a shared build environment, which is also the default. This is correct:
using UnrealBuildTool;
using System.Collections.Generic;
public class <PROJECTNAME>EditorTarget : TargetRules
{
public <PROJECTNAME>EditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.Latest;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
// Correct! Cooking will work.
BuildEnvironment = TargetBuildEnvironment.Shared;
}
}
Error while launching the editor
If you're experiencing this error while you're trying to launch the Unreal Editor, try the steps below.
Add a Source directory to your project if you don't already have one
If you don't already have a Source directory in your project, you'll need to add one. If you can't load the editor to add the first C++ class due to the module load error, you'll need to manually create this directory and the default files that need to be in it.
In the following files, you should replace <PROJECTNAME> in file names and file contents with the name of your project (so that it matches the name of your .uproject file):
Source/<PROJECTNAME>.Target.cs
using UnrealBuildTool;
using System.Collections.Generic;
public class <PROJECTNAME>Target : TargetRules
{
public <PROJECTNAME>Target(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.Latest;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
ExtraModuleNames.AddRange(new[]
{
"<PROJECTNAME>"
});
}
}
Source/<PROJECTNAME>Editor.Target.cs
using UnrealBuildTool;
using System.Collections.Generic;
public class <PROJECTNAME>EditorTarget : TargetRules
{
public <PROJECTNAME>EditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.Latest;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
}
}
Source/<PROJECTNAME>/<PROJECTNAME>.Build.cs
using UnrealBuildTool;
public class <PROJECTNAME> : ModuleRules
{
public <PROJECTNAME>(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[]
{
"Core",
});
}
}
Source/<PROJECTNAME>/Private/Module.cpp
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultGameModuleImpl, <PROJECTNAME>, "<PROJECTNAME>");
<PROJECTNAME>.uproject
Add the Modules section to your .uproject file, like so:
"Description": "",
"Modules": [
{
"Name": "<PROJECTNAME>",
"Type": "Runtime",
"LoadingPhase": "Default"
}
],
Generate project files
Right-click on your .uproject file and click "Generate project files..."
Build and launch your project in Visual Studio
Open the generated .sln file, and click the green play button in the toolbar. This will build any out-of-date modules and launch the editor.