I'm building the plugin using command-line tools (UAT) for "reasons", which unfortunately triggers a lot of errors and warnings. This doesn't happen when compiling with Visual Studio
In my case, the build fails because the StableDiffusionSequencer module is using UnrealEd as one of the dependencies, even though it's a runtime module. I'm getting the following error:
Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets.
(referenced via Target -> StableDiffusionSequencer.Build.cs)
My workaround was changing it from Runtime to the deprecated Developer type, but this is not ideal of course. I'm not sure what should be the correct approach here. I found that issue in some other plugins, like DLSS.
I'm building the plugin using command-line tools (UAT) for "reasons", which unfortunately triggers a lot of errors and warnings. This doesn't happen when compiling with Visual Studio
In my case, the build fails because the
StableDiffusionSequencermodule is using UnrealEd as one of the dependencies, even though it's a runtime module. I'm getting the following error:My workaround was changing it from Runtime to the deprecated Developer type, but this is not ideal of course. I'm not sure what should be the correct approach here. I found that issue in some other plugins, like DLSS.