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Add troubleshooting steps for RedpointEOSConfig error while cooking
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docs/support/troubleshooting/redpointeosconfig.mdx

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@@ -13,13 +13,63 @@ The `RedpointEOSConfig` and `RedpointEOSShared` modules are configured to load v
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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.
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:::
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## Add a Source directory to your project if you don't already have one
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## Error while cooking
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If you're experiencing this error while cooking and packaging your project, try the steps below.
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### Check your existing build configuration
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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:
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```csharp
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class <PROJECTNAME>EditorTarget : TargetRules
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{
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public <PROJECTNAME>EditorTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.Latest;
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IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
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// Bad! This will cause cooking to fail!
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BuildEnvironment = TargetBuildEnvironment.Unique;
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}
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}
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```
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The Unreal Editor must always be built with a shared build environment, which is also the default. This is correct:
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```csharp
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class <PROJECTNAME>EditorTarget : TargetRules
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{
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public <PROJECTNAME>EditorTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.Latest;
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IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
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// Correct! Cooking will work.
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BuildEnvironment = TargetBuildEnvironment.Shared;
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}
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}
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```
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## Error while launching the editor
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If you're experiencing this error while you're trying to launch the Unreal Editor, try the steps below.
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### Add a Source directory to your project if you don't already have one
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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.
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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):
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### Source/&lt;PROJECTNAME&gt;.Target.cs
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#### Source/&lt;PROJECTNAME&gt;.Target.cs
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```csharp
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using UnrealBuildTool;
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}
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```
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### Source/&lt;PROJECTNAME&gt;Editor.Target.cs
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#### Source/&lt;PROJECTNAME&gt;Editor.Target.cs
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```csharp
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using UnrealBuildTool;
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}
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```
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### Source/&lt;PROJECTNAME&gt;/&lt;PROJECTNAME&gt;.Build.cs
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#### Source/&lt;PROJECTNAME&gt;/&lt;PROJECTNAME&gt;.Build.cs
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```csharp
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using UnrealBuildTool;
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}
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```
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### Source/&lt;PROJECTNAME&gt;/Private/Module.cpp
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#### Source/&lt;PROJECTNAME&gt;/Private/Module.cpp
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```csharp
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultGameModuleImpl, <PROJECTNAME>, "<PROJECTNAME>");
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```
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### &lt;PROJECTNAME&gt;.uproject
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#### &lt;PROJECTNAME&gt;.uproject
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Add the `Modules` section to your `.uproject` file, like so:
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],
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```
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## Generate project files
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### Generate project files
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Right-click on your `.uproject` file and click "Generate project files..."
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## Build and launch your project in Visual Studio
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### Build and launch your project in Visual Studio
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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.

package.json

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"price-fetch": "node price-fetch/index.mjs"
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},
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"dependencies": {
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"@docusaurus/core": "^3.8.1",
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"@docusaurus/plugin-google-gtag": "^3.8.1",
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"@docusaurus/preset-classic": "^3.8.1",
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"@docusaurus/core": "^3.9.2",
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"@docusaurus/plugin-google-gtag": "^3.9.2",
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"@docusaurus/preset-classic": "^3.9.2",
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"@egjs/react-flicking": "^4.13.0",
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"@fortawesome/fontawesome-svg-core": "^6.1.1",
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"@fortawesome/free-regular-svg-icons": "^6.1.1",

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