Unreal Project No Longer Building

Hello, I’ve been running into an issue with cesium that is stopping me from building my unreal project. I have been able to work on the project prior to a few days ago when I started getting building errors. I’m using Unreal version 5.5.4 and Cesium version 2.15 and working/building on Mac. I have also uninstalled and reinstalled Cesium to see if that would fix my issues as they have only recently developed. I have also regenerated project files but still the same deal.

The initial error that I was experiencing when building the project was this:

Exception while generating include data for SkyPlexC2: Unable to instantiate module ‘UnrealEd’: Unable to instantiate UnrealEd module for non-editor targets.
(referenced via Target → SkyPlexC2.Build.cs → CesiumEditor.Build.cs)

I was able to fix this adding:

if(Target.bBuildEditor){
PrivateDependencyModuleNames.AddRange( new string {
“UnrealEd”,
“EditorStyle”,
“EditorSubsystem”,
“LevelEditor”
} );
}

However, after adding this another error appears that says:

Missing precompiled manifest for ‘CesiumEditor’, '/Users/Shared/Epic Games/UE_5.5/Engine/Plugins/Marketplace/Cesiumfo27e669801be6V8/Intermediate/Build/Mac/UnrealGame/Development/CesiumEditor/CesiumEditor.precompiled. This module can not be referenced in a monolithic precompiled build, remove this reference or migrate to a fully compiled source build.
This module was most likely not flagged during a release for being included in a precompiled build - set ‘PrecompileForTargets = PrecompileTargetsType.Any;’ in CesiumEditor.Build.cs to override.

If I do add the PrecompileForTargets = PrecompileTargetsType.Any; nothing changes and I still have the same error. It also suggests checking if its “Type” is correct which I have done and confirmed it as being “Editor”.

Thank you for taking the time to read this.

Hi @aidanbquinn, welcome to the community!

I’m sorry that you’re experiencing issues while building the project. I’m not sure what could be happening, but it would help to establish a baseline with the Cesium for Unreal Samples project.

Could you let us know if you experience the same errors building the samples project? If so, we can try to reproduce the problem on our end, which would make it easier to troubleshoot. Thank you!

Thank you for the response!

Reporting back to say that the build for this sample has succeeded.

I ran into this same issue on my Windows 11 machine while attempting to package a shipping configuration of a project.

I guess when I added the Cesium plugin to the project, the MyProject.Build.cs automatically included "CesiumEditor" in the PublicDependencyModuleNames.AddRange() call, which results in the same error @aidanbquinn received when trying to build.

OP did this in the CesiumEditor.Build.cs but received more errors afterwards. Moving the guard to MyProject.Build.cs instead allows the build to complete and causes no further errors, at least on my machine:

if (Target.bBuildEditor == true)
{
    PrivateDependencyModuleNames.AddRange(new string[]
    {
        "CesiumEditor",
    });
}

Maybe OP’s XCode is defaulting to a shipping release and without this guard, issues occur.