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Troubleshooting Guide
Compilation Errors
"Cannot find UnrealBuildTool.exe"
Cause: Visual Studio C++ workload not properly installed or UE can't find it.
Solutions:
- Open Visual Studio Installer → Modify → Ensure "Game development with C++" workload is installed
- Restart Epic Games Launcher after VS installation
- Verify UE Editor → Edit → Editor Preferences → Source Code → Source Code Editor is set to Visual Studio 2022
"Module 'Platformer' could not be loaded"
Cause: C++ compilation failed or module not properly built.
Solutions:
- Close UE Editor completely
- Delete
Binaries/
andIntermediate/
folders from your project - Right-click
.uproject
file → "Generate Visual Studio Project Files" - Open
.sln
in Visual Studio → Build → Build Solution - If successful, launch UE project from Visual Studio (F5) or double-click
.uproject
"Unresolved external symbol" Errors
Cause: Missing module dependencies or incorrect linking.
Solutions:
- Check
Source/Platformer/Platformer.Build.cs
includes required modules:csharpPublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", "AIModule", "UMG", "GameplayTasks", "NavigationSystem" });
- Ensure UCLASS/USTRUCT macros are properly declared
- Verify forward declarations vs. full includes in headers
Enhanced Input Issues
"Input Action not found" or Input Not Responding
Solutions:
- Verify Input Action assets exist in Content Browser
- Check Input Mapping Context is created and configured
- Ensure IMC is added to player controller:cpp
// In BeginPlay or similar if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer())) { Subsystem->AddMappingContext(InputMappingContext, 0); }
- Verify action bindings in SetupPlayerInputComponent
"Enhanced Input plugin not found"
Solutions:
- UE Editor → Edit → Plugins → Search "Enhanced Input" → Enable
- Restart editor when prompted
- If still missing, verify UE5.1+ (Enhanced Input built-in from 5.1)
Git LFS Problems
"Git LFS not tracking files" or Large Files in Regular Git
Solutions:
- Verify Git LFS installed:
git lfs version
- Initialize in repo:
git lfs install
- Check
.gitattributes
file exists with proper patterns:txt*.uasset filter=lfs diff=lfs merge=lfs -text *.umap filter=lfs diff=lfs merge=lfs -text
- Migrate existing files:
git lfs migrate import --include="*.uasset,*.umap"
"Git LFS bandwidth limit exceeded"
Solutions:
- Use GitHub Pro for increased LFS bandwidth
- Or consider alternative: GitLab (free LFS) or Azure DevOps
- Minimize asset size during development (use placeholders)
Runtime Issues
"Character doesn't move" in PIE
Debugging checklist:
- Check Enhanced Input setup (common cause)
- Verify
SetupPlayerInputComponent
calls parent:Super::SetupPlayerInputComponent(PlayerInputComponent);
- Ensure player controller possesses the character
- Check movement component settings (not disabled)
- Add debug logs in Move function:cpp
UE_LOG(LogTemp, Warning, TEXT("Move called with value: %s"), *Value.ToString());
"Camera not following character"
Solutions:
- Verify SpringArm and Camera components attached correctly
- Check SpringArm collision (might be hitting world geometry)
- Ensure camera lag settings are reasonable (not 0, not too high)
- Verify
bUsePawnControlRotation = false
on SpringArm for platformer camera
"AI not working" - Enemy doesn't move or react
Debugging steps:
- Check AI Controller assigned to enemy pawn
- Verify Behavior Tree asset exists and is valid
- Ensure NavMesh exists in level (Build → Build Navigation)
- Check Blackboard keys are correctly named and typed
- Add debug logging in BT tasks
- Use AI Debugging tools: Gameplay Debugger (apostrophe key)
Plugin Issues
"Plugin 'XXX' failed to load"
Solutions:
- UE Editor → Edit → Plugins → Search plugin name → Enable
- Restart editor when prompted
- For code plugins, ensure proper module dependencies in
.Build.cs
- Check plugin compatibility with UE version
Missing UMG/Widget functionality
Solutions:
- Enable UMG plugin: Edit → Plugins → "UMG" → Enable
- Add "UMG" to PublicDependencyModuleNames in Build.cs
- Include headers:
#include "Components/WidgetComponent.h"
Performance Issues
"Slow compilation times"
Solutions:
- Use SSD for UE installation and projects
- Exclude project folders from antivirus real-time scanning
- Close unnecessary applications during compilation
- Use Unity builds in Build.cs (for larger projects):csharp
bUseUnityBuild = true;
"Editor running slowly"
Solutions:
- Lower editor quality: Settings → Engine Scalability Settings → Low
- Disable real-time rendering in viewport
- Close unnecessary editor tabs/windows
- Consider using smaller test levels during development
Project Structure Issues
"Can't find header files" or IntelliSense errors
Solutions:
- Regenerate project files: Right-click
.uproject
→ Generate VS Project Files - Refresh VS Code: Ctrl+Shift+P → "C/C++: Refresh IntelliSense"
- Verify proper include paths in VS Code settings
- Use forward declarations in headers, full includes in .cpp files
Getting Help
When stuck:
- Check UE5 Documentation: docs.unrealengine.com
- Unreal Engine Discord/Forums community
- Search specific error messages on AnswerHub/Reddit
- Use UE's built-in debugging tools (Output Log, Blueprint Debugger, etc.)
Before asking for help:
- Include your UE version, VS version, and OS
- Provide the exact error message
- Share relevant code snippets
- Mention what you've already tried
Debugging mindset:
- Make small, incremental changes
- Test frequently
- Use logging extensively during development
- Isolate problems (disable other systems to test one thing)
- Keep a working backup before major changes