Failed to build RiderLink plugin error

Hello,

I am using Rider 2022.2.4 (it's my perpetual fallback license version) and Unreal Engine 5.3. I have tried to install the plugin in game and in engine, but the error occurs with both. I have also tried disabling and enabling the Rider UnrealLink plugin as well as reinstalling Rider, but nothing has worked. Any help would be appreciated!

 

Thank you.

4
19 comments

I´ve got the same issue so it would be a pleasure if anyone can help.

Thank you.

0

Same issue, hope somebody can find a solution to this.

Thanks

0

I solved it! 
All I did was install the latest version of Rider…

0

That's great that you figured it out on your end. Unfortunately, I am unable to update to a newer version as I don't have a current subscription.

0

Maximbsb  i installed the version 2023.2.2 so the latest version but it dont work :-/ 

0
Hello Floperzjr,

Would you mind telling me what OS you are on and sharing the exact error you get?
0

Hello Dmitry,

I am on Windows 11 and here is the link to the log: https://pastebin.com/u5rsN56Y.

0
Hello Floperzjr,

Thank you for the details shared.

The errors in the log mean that RiderLink 2022.2.4 can't be installed and utilized with Unreal Engine 5.3. 
Regrettably, we can't guarantee that previously released versions of Rider work stable and without any issues with actual/future versions of third-party software (like UE, .NET).

The actual version of Rider is supposed not to cause such issues.

What are the available options?
• Not to use RiderLink;
• Not a recommendation, as we can't guarantee side effects absence. However, it works:
    I was able to make Rider 2022.2.4 work with RiderLink 2023.2.2. For that, I opened a project in Rider 2023.2.2, installed RiderLink in the engine, closed Rider 2023.2.2 and opened Rider 2022.2.4. You can do the same using a trial version of Rider 2023.2.2 or with 2023.3 EAP version. Note that after reopening a project in 2022.2.4 you would need to ignore the notification about RiderLink installation)
• To use the actual version of Rider;

Should you have any other questions or difficulties, do not hesitate to ask.
Have a nice day!
0
Hello Rico,

Would you mind sharing the output of RiderLink installation from the Build toolwindow -> RiderLink Installation tab?

Have a nice day!
0

I had the exact same problem and my log looked identical to Flopezjr1369 (Version 2022.2.3) especially this line:

[72/79] Compile [x64] Module.RiderGameControl.cpp
C:\Users\twint\AppData\Local\Temp\UnrealLink\Rijadyk\HostProject\Plugins\RiderLink\Source\RiderGameControl\Private\RiderGameControl.cpp(20): fatal error C1083: Cannot open include file: 'UnrealEd/Public/Editor.h': No such file or directory

Update: 2023.2.2 fixed the problem

0

I'm using UE 5.3.1 and the latest rider version 2023.3.2 and I am experiencing this exact issue.

 

Here is the log:
 

Running AutomationTool...
Using bundled DotNet SDK version: 6.0.302
Starting AutomationTool...
Parsing command line: BuildPlugin -Unversioned -Plugin=C:\Users\acima\AppData\Local\Temp\UnrealLink\Qopoqan\RiderLink.uplugin -Package=C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot
Initializing script modules...
Total script module initialization time: 0.11 s.
Executing commands...
Copying 394 file(s) using max 64 thread(s)
Reading plugin from C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\Plugins\RiderLink\RiderLink.uplugin...
Building plugin for host platforms: Win64
Running: C:\Program Files\Epic Games\UE_5.3\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe "C:\Program Files\Epic Games\UE_5.3\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" UnrealEditor Win64 Development -Project="C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\HostProject.uproject" -plugin="C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\Plugins\RiderLink\RiderLink.uplugin" -noubtmakefiles -manifest="C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\Saved\Manifest-UnrealEditor-Win64-Development.xml" -nohotreload -log="C:\Users\acima\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\UBT-UnrealEditor-Win64-Development.txt"
Log file: C:\Users\acima\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\UBT-UnrealEditor-Win64-Development.txt
Parsing headers for UnrealEditor
  Running Internal UnrealHeaderTool C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\HostProject.uproject C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\Intermediate\Build\Win64\UnrealEditor\Development\UnrealEditor.uhtmanifest -WarningsAsErrors -installed
Total of 0 written
Reflection code generated for UnrealEditor in 0.9548809 seconds
Writing manifest to C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\Saved\Manifest-UnrealEditor-Win64-Development.xml
Building UnrealEditor...
Using Visual Studio 2022 14.36.32544 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.36.32532) and Windows 10.0.22621.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Determining max actions to execute in parallel (24 physical cores, 32 logical cores)
  Executing up to 24 processes, one per physical core
------ Building 83 action(s) started ------
[1/83] Compile [x64] RdTextBuffer.cpp
[2/83] Compile [x64] thirdparty.cpp
[3/83] Compile [x64] ISerializersOwner.cpp
[4/83] Compile [x64] ISerializable.cpp
[5/83] Compile [x64] SimpleScheduler.cpp
[6/83] Compile [x64] SynchronousScheduler.cpp
[7/83] Compile [x64] countdownlatch.cpp
[8/83] Compile [x64] DateTime.cpp
[9/83] Compile [x64] LifetimeImpl.cpp
[10/83] Compile [x64] IScheduler.cpp
[11/83] Compile [x64] async.cpp
[12/83] Compile [x64] cfg.cpp
[13/83] Compile [x64] color_sinks.cpp
[14/83] Compile [x64] stdout_sinks.cpp
[15/83] Compile [x64] fmt.cpp
[16/83] Compile [x64] thread_util.cpp
[17/83] Compile [x64] SignalCookie.cpp
[18/83] Compile [x64] LifetimeDefinition.cpp
[19/83] Compile [x64] RdId.cpp
[20/83] Compile [x64] RdAny.cpp
[21/83] Compile [x64] RName.cpp
[22/83] Compile [x64] Buffer.cpp
[23/83] Compile [x64] ByteBufferAsyncProcessor.cpp
[24/83] Compile [x64] hashing.cpp
[25/83] Compile [x64] WireBase.cpp
[26/83] Compile [x64] SequentialLifetimes.cpp
[27/83] Compile [x64] Polymorphic.cpp
[28/83] Compile [x64] ExtWire.cpp
[29/83] Compile [x64] spdlog.cpp
[30/83] Compile [x64] RD.cpp
[31/83] Compile [x64] InternScheduler.cpp
[32/83] Compile [x64] PassiveSocket.cpp
[33/83] Compile [x64] RdBindableBase.cpp
[34/83] Compile [x64] SimpleSocket.cpp
[35/83] Compile [x64] SingleThreadScheduler.cpp
[36/83] Resource Default.rc2
[37/83] Resource Default.rc2
[38/83] Compile [x64] ActiveSocket.cpp
[39/83] Compile [x64] InternRoot.cpp
[40/83] Compile [x64] Identities.cpp
[41/83] Compile [x64] IRdWireable.cpp
[42/83] Compile [x64] RdExtBase.cpp
[43/83] Resource Default.rc2
[44/83] Resource Default.rc2
[45/83] Resource Default.rc2
[46/83] Resource Default.rc2
[47/83] Resource Default.rc2
[48/83] Compile [x64] RdReactiveBase.cpp
[49/83] Compile [x64] SocketWire.cpp
[50/83] Compile [x64] Protocol.cpp
[51/83] Compile [x64] IUnknownInstance.cpp
[52/83] Compile [x64] MessageBroker.cpp
[53/83] Compile [x64] SingleThreadSchedulerBase.cpp
[54/83] Compile [x64] PumpScheduler.cpp
[55/83] Compile [x64] Lifetime.cpp
[56/83] Compile [x64] PkgInputStream.cpp
[57/83] Compile [x64] file_sinks.cpp
[58/83] Compile [x64] Serializers.cpp
[59/83] Compile [x64] IProtocol.cpp
[60/83] Compile [x64] WireUtil.cpp
[61/83] Compile [x64] DefaultAbstractDeclaration.cpp
C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\Plugins\RiderLink\Source\RD\thirdparty\spdlog\include\spdlog\fmt\bundled\core.h(2622) : fatal error C1001: Internal compiler error.
(compiler file 'D:\a\_work\1\s\src\vctools\Compiler\Utc\src\p2\main.c', line 225)
 To work around this problem, try simplifying or changing the program near the locations listed above.
If possible please provide a repro here: https://developercommunity.visualstudio.com
Please choose the Technical Support command on the Visual C++
 Help menu, or open the Technical Support help file for more information
  cl!DllGetObjHandler()+0x2552b5
  cl!DllGetObjHandler()+0x2552b5
[62/83] Compile [x64] SerializationCtx.cpp
C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.36.32532\INCLUDE\deque(486) : fatal error C1001: Internal compiler error.
(compiler file 'D:\a\_work\1\s\src\vctools\Compiler\Utc\src\p2\main.c', line 225)
 To work around this problem, try simplifying or changing the program near the locations listed above.
If possible please provide a repro here: https://developercommunity.visualstudio.com
Please choose the Technical Support command on the Visual C++
 Help menu, or open the Technical Support help file for more information
[63/83] Compile [x64] Module.RiderShaderInfo.cpp
[64/83] Link [x64] UnrealEditor-RiderShaderInfo.lib
   Creating library C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderShaderInfo\UnrealEditor-RiderShaderInfo.lib and object C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderShaderInfo\UnrealEditor-RiderShaderInfo.exp
[65/83] Link [x64] UnrealEditor-RiderShaderInfo.dll
   Creating library C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderShaderInfo\UnrealEditor-RiderShaderInfo.sup.lib and object C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderShaderInfo\UnrealEditor-RiderShaderInfo.sup.exp
[66/83] Compile [x64] Module.RiderLogging.cpp
[67/83] Link [x64] UnrealEditor-RiderLogging.lib
   Creating library C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderLogging\UnrealEditor-RiderLogging.lib and object C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderLogging\UnrealEditor-RiderLogging.exp
[68/83] Compile [x64] Module.RiderLC.cpp
[69/83] Link [x64] UnrealEditor-RiderLC.lib
   Creating library C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderLC\UnrealEditor-RiderLC.lib and object C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderLC\UnrealEditor-RiderLC.exp
[70/83] Compile [x64] Module.RiderLink.cpp
[71/83] Link [x64] UnrealEditor-RiderLink.lib
   Creating library C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderLink\UnrealEditor-RiderLink.lib and object C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderLink\UnrealEditor-RiderLink.exp
[72/83] Compile [x64] Module.RiderBlueprint.cpp
[73/83] Compile [x64] Module.RiderGameControl.cpp
[74/83] Link [x64] UnrealEditor-RiderBlueprint.lib
   Creating library C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderBlueprint\UnrealEditor-RiderBlueprint.lib and object C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderBlueprint\UnrealEditor-RiderBlueprint.exp
[75/83] Link [x64] UnrealEditor-RiderGameControl.lib
   Creating library C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderGameControl\UnrealEditor-RiderGameControl.lib and object C:\Users\acima\AppData\Local\Temp\UnrealLink\Romepot\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderGameControl\UnrealEditor-RiderGameControl.exp
Total time in Parallel executor: 16.12 seconds
Total execution time: 21.29 seconds
Failed to build RiderLink plugin for C:\Program Files\Epic Games\UE_5.3
Failed to build RiderLink plugin
0

Alright so, just after writing my last comment, I simply tried to install the link plugin above by closing the UE editor first and it seemed to have worked. Looks like the editor has to be closed first.

0

I have tried this with UE5.4.2, I get the same errors as Acimaz90. I do have the editor closed. I have VS2022 17.10.4 installed, so it should be the latest compiler runtime.

0

Hello Brian,

Would you mind sharing the build output? I suppose you can't install RiderLink, right? What Rider version do you use?

Have a nice day!

0

I made a ticket: https://rider-support.jetbrains.com/hc/en-us/requests/6625898

Sometimes I get an internal compiler error, sometimes it just locks up my whole PC.

PC is an Intel 13900K, with 64 GB of RAM running Windows 11 Pro. Bios/Drivers/etc all up to date as of 7/22/24.
VS2022 with MSVC Build tools (latest) as of 7/22/24.

Version details below:
JetBrains Rider 2024.1.4
Build #RD-241.18034.76, built on June 23, 2024
Licensed to Brian Hall
You have a perpetual fallback license for this version.
Subscription is active until July 21, 2025.
Runtime version: 17.0.11+1-b1207.24 amd64
VM: OpenJDK 64-Bit Server VM by JetBrains s.r.o.
Windows 11.0
.NET Core v8.0.1 x64 (Server GC)
GC: G1 Young Generation, G1 Old Generation
Memory: 4096M
Cores: 32
Registry:
 ide.experimental.ui=true
 ide.new.project.model.index.case.sensitivity=true
Non-Bundled Plugins:
 com.github.copilot (1.5.16.6140)
 

The log from the installation attempt is:
Running AutomationTool...
Using bundled DotNet SDK version: 6.0.302
Starting AutomationTool...
Parsing command line: BuildPlugin -Unversioned -Plugin=C:\Users\brian\AppData\Local\Temp\UnrealLink\Lowawug\RiderLink.uplugin -Package=C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur
Initializing script modules...
Total script module initialization time: 0.42 s.
Using D:\Program Files\Microsoft Visual Studio\2022\Professional\MSBuild\Current\Bin\MSBuild.exe
Executing commands...
Copying 414 file(s) using max 64 thread(s)
Reading plugin from C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\RiderLink.uplugin...
Building plugin for host platforms: Win64
Running: D:\Program Files\Epic Games\UE_5.4\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe "D:\Program Files\Epic Games\UE_5.4\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" UnrealEditor Win64 Development -Project="C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\HostProject.uproject" -plugin="C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\RiderLink.uplugin" -noubtmakefiles -manifest="C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Saved\Manifest-UnrealEditor-Win64-Development.xml" -nohotreload -log="C:\Users\brian\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+UE_5.4\UBA-UnrealEditor-Win64-Development.txt"
Log file: C:\Users\brian\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+UE_5.4\UBA-UnrealEditor-Win64-Development.txt
Parsing headers for UnrealEditor
 Running Internal UnrealHeaderTool C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\HostProject.uproject C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Intermediate\Build\Win64\UnrealEditor\Development\UnrealEditor.uhtmanifest -WarningsAsErrors -installed
Total of 0 written
Reflection code generated for UnrealEditor in 1.2004159 seconds
Writing manifest to C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Saved\Manifest-UnrealEditor-Win64-Development.xml
Building UnrealEditor...
Using Visual Studio 2022 14.38.33139 toolchain (D:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Tools\MSVC\14.38.33130) and Windows 10.0.19041.0 SDK (D:\Windows Kits\10).
[Adaptive Build] Excluded from RiderLink unity file: ProtocolFactory.cpp, RiderLink.cpp, UE4TypesMarshallers.cpp, instantiations_UE4Library.cpp, BlueprintFunction.Pregenerated.cpp, BlueprintHighlighter.Pregenerated.cpp, BlueprintReference.Pregenerated.cpp, ConnectionInfo.Pregenerated.cpp, EmptyScriptCallStack.Pregenerated.cpp, IScriptCallStack.Pregenerated.cpp, IScriptCallStack_Unknown.Pregenerated.cpp, IScriptMsg.Pregenerated.cpp, IScriptMsg_Unknown.Pregenerated.cpp, LogMessageInfo.Pregenerated.cpp, NotificationType.Pregenerated.cpp, PlayState.Pregenerated.cpp, RequestFailed.Pregenerated.cpp, RequestResultBase.Pregenerated.cpp, RequestResultBase_Unknown.Pregenerated.cpp, RequestSucceed.Pregenerated.cpp, ScriptCallStack.Pregenerated.cpp, ScriptCallStackFrame.Pregenerated.cpp, ScriptMsgCallStack.Pregenerated.cpp, ScriptMsgException.Pregenerated.cpp, StringRange.Pregenerated.cpp, UClass.Pregenerated.cpp, UE4Library.Pregenerated.cpp, UnableToDisplayScriptCallStack.Pregenerated.cpp, UnrealLogEvent.Pregenerated.cpp, instantiations_RdEditorRoot.cpp, LiveCodingModel.Pregenerated.cpp, RdEditorModel.Pregenerated.cpp, RdEditorRoot.Pregenerated.cpp
[Adaptive Build] Excluded from RiderLogging unity file: RiderLogging.cpp, RiderOutputDevice.cpp
[Adaptive Build] Excluded from RiderBlueprint unity file: BlueprintProvider.cpp, RiderBlueprint.cpp
[Adaptive Build] Excluded from RiderGameControl unity file: RiderGameControl.cpp
[Adaptive Build] Excluded from RiderShaderInfo unity file: RiderShaderInfo.cpp
[Adaptive Build] Excluded from RiderLC unity file: RiderLC.cpp
[Adaptive Build] Excluded from RiderDebuggerSupport unity file: BlueprintStackGetter.cpp, DebugLogger.cpp, RiderDebuggerSupport.cpp, UnrealFunctions.cpp, WideStringWrapper.cpp
Determining max actions to execute in parallel (24 physical cores, 32 logical cores)
 Executing up to 24 processes, one per physical core
Using Parallel executor to run 125 action(s)
------ Building 125 action(s) started ------
[1/125] Resource Default.rc2
[2/125] Compile [x64] PassiveSocket.cpp
[3/125] Compile [x64] InternScheduler.cpp
[4/125] Compile [x64] ActiveSocket.cpp
[5/125] Compile [x64] ISerializable.cpp
[6/125] Compile [x64] DateTime.cpp
[7/125] Compile [x64] ISerializersOwner.cpp
[8/125] Compile [x64] LifetimeImpl.cpp
[9/125] Compile [x64] IScheduler.cpp
[10/125] Compile [x64] LifetimeDefinition.cpp
[11/125] Compile [x64] RdTextBuffer.cpp
[12/125] Compile [x64] Lifetime.cpp
[13/125] Compile [x64] PkgInputStream.cpp
[14/125] Compile [x64] RName.cpp
[15/125] Compile [x64] SignalCookie.cpp
[16/125] Compile [x64] IUnknownInstance.cpp
[17/125] Compile [x64] Buffer.cpp
[18/125] Compile [x64] IRdWireable.cpp
[19/125] Compile [x64] Identities.cpp
[20/125] Compile [x64] SequentialLifetimes.cpp
[21/125] Compile [x64] RD.cpp
[22/125] Compile [x64] SimpleScheduler.cpp
[23/125] Compile [x64] PumpScheduler.cpp
[24/125] Compile [x64] RdAny.cpp
[25/125] Compile [x64] SimpleSocket.cpp
[26/125] Compile [x64] ExtWire.cpp
[27/125] Compile [x64] SynchronousScheduler.cpp
[28/125] Compile [x64] IProtocol.cpp
[29/125] Compile [x64] Polymorphic.cpp
[30/125] Compile [x64] RdId.cpp
[31/125] Compile [x64] InternRoot.cpp
[32/125] Compile [x64] MessageBroker.cpp
[33/125] Compile [x64] hashing.cpp
[34/125] Compile [x64] Protocol.cpp
[35/125] Compile [x64] countdownlatch.cpp
[36/125] Compile [x64] thirdparty.cpp
[37/125] Compile [x64] RdBindableBase.cpp
[38/125] Compile [x64] RdReactiveBase.cpp
[39/125] Compile [x64] async.cpp
[40/125] Resource Default.rc2
[41/125] Compile [x64] RdExtBase.cpp
[42/125] Compile [x64] cfg.cpp
[43/125] Compile [x64] SerializationCtx.cpp
[44/125] Compile [x64] thread_util.cpp
[45/125] Compile [x64] SingleThreadScheduler.cpp
[46/125] Compile [x64] color_sinks.cpp
[47/125] Compile [x64] file_sinks.cpp
C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Source\RD\thirdparty\spdlog\include\spdlog\fmt\bundled\format.h(1809) : fatal error C1001: Internal compiler error.
(compiler file 'D:\a\_work\1\s\src\vctools\Compiler\Utc\src\p2\main.c', line 234)
To work around this problem, try simplifying or changing the program near the locations listed above.
If possible please provide a repro here: https://developercommunity.visualstudio.com
Please choose the Technical Support command on the Visual C++
Help menu, or open the Technical Support help file for more information
[48/125] Compile [x64] fmt.cpp
[49/125] Compile [x64] stdout_sinks.cpp
[50/125] Compile [x64] WireUtil.cpp
[51/125] Compile [x64] WireBase.cpp
[52/125] Compile [x64] SocketWire.cpp
[53/125] Compile [x64] ByteBufferAsyncProcessor.cpp
C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Source\RD\thirdparty\spdlog\include\spdlog\fmt\bundled\format.h(1565) : fatal error C1001: Internal compiler error.
(compiler file 'D:\a\_work\1\s\src\vctools\Compiler\Utc\src\p2\main.c', line 234)
To work around this problem, try simplifying or changing the program near the locations listed above.
If possible please provide a repro here: https://developercommunity.visualstudio.com
Please choose the Technical Support command on the Visual C++
Help menu, or open the Technical Support help file for more information
[54/125] Compile [x64] DefaultAbstractDeclaration.cpp
C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Source\RD\thirdparty\spdlog\include\spdlog\fmt\bundled\core.h(2622) : fatal error C1001: Internal compiler error.
(compiler file 'D:\a\_work\1\s\src\vctools\Compiler\Utc\src\p2\main.c', line 234)
To work around this problem, try simplifying or changing the program near the locations listed above.
If possible please provide a repro here: https://developercommunity.visualstudio.com
Please choose the Technical Support command on the Visual C++
Help menu, or open the Technical Support help file for more information
 cl!DllGetObjHandler()+0x1ca94
 cl!DllGetObjHandler()+0x1ca94
[55/125] Compile [x64] SingleThreadSchedulerBase.cpp
C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Source\RD\thirdparty\spdlog\include\spdlog\fmt\bundled\format.h(1176) : fatal error C1001: Internal compiler error.
(compiler file 'D:\a\_work\1\s\src\vctools\Compiler\Utc\src\p2\main.c', line 234)
To work around this problem, try simplifying or changing the program near the locations listed above.
If possible please provide a repro here: https://developercommunity.visualstudio.com
Please choose the Technical Support command on the Visual C++
Help menu, or open the Technical Support help file for more information
[56/125] Compile [x64] Serializers.cpp
C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Source\RD\thirdparty\spdlog\include\spdlog\fmt\bundled\format.h(1986) : fatal error C1001: Internal compiler error.
(compiler file 'D:\a\_work\1\s\src\vctools\Compiler\Utc\src\p2\main.c', line 234)
To work around this problem, try simplifying or changing the program near the locations listed above.
If possible please provide a repro here: https://developercommunity.visualstudio.com
Please choose the Technical Support command on the Visual C++
Help menu, or open the Technical Support help file for more information
[57/125] Compile [x64] spdlog.cpp
[58/125] Compile [x64] EmptyScriptCallStack.Pregenerated.cpp
[59/125] Compile [x64] BlueprintHighlighter.Pregenerated.cpp
[60/125] Compile [x64] IScriptCallStack_Unknown.Pregenerated.cpp
[61/125] Compile [x64] IScriptCallStack.Pregenerated.cpp
[62/125] Compile [x64] BlueprintReference.Pregenerated.cpp
[63/125] Compile [x64] BlueprintFunction.Pregenerated.cpp
[64/125] Compile [x64] LogMessageInfo.Pregenerated.cpp
[65/125] Compile [x64] ConnectionInfo.Pregenerated.cpp
[66/125] Compile [x64] IScriptMsg_Unknown.Pregenerated.cpp
[67/125] Compile [x64] IScriptMsg.Pregenerated.cpp
[68/125] Compile [x64] PlayState.Pregenerated.cpp
[69/125] Compile [x64] NotificationType.Pregenerated.cpp
[70/125] Resource Default.rc2
[71/125] Compile [x64] RequestResultBase.Pregenerated.cpp
[72/125] Compile [x64] DebugLogger.cpp
[73/125] Compile [x64] RequestFailed.Pregenerated.cpp
[74/125] Resource Default.rc2
[75/125] Compile [x64] ProtocolFactory.cpp
[76/125] Compile [x64] LiveCodingModel.Pregenerated.cpp
[77/125] Compile [x64] RequestSucceed.Pregenerated.cpp
[78/125] Compile [x64] RequestResultBase_Unknown.Pregenerated.cpp
[79/125] Compile [x64] WideStringWrapper.cpp
[80/125] Resource Default.rc2
[81/125] Resource Default.rc2
[82/125] Compile [x64] RdEditorRoot.Pregenerated.cpp
[83/125] Resource Default.rc2
[84/125] Resource Default.rc2
[85/125] Compile [x64] ScriptCallStack.Pregenerated.cpp
[86/125] Compile [x64] ScriptCallStackFrame.Pregenerated.cpp
[87/125] Compile [x64] ScriptMsgCallStack.Pregenerated.cpp
[88/125] Compile [x64] instantiations_RdEditorRoot.cpp
[89/125] Compile [x64] RdEditorModel.Pregenerated.cpp
[90/125] Compile [x64] instantiations_UE4Library.cpp
[91/125] Compile [x64] RiderOutputDevice.cpp
[92/125] Compile [x64] UE4TypesMarshallers.cpp
[93/125] Compile [x64] RiderDebuggerSupport.cpp
[94/125] Compile [x64] StringRange.Pregenerated.cpp
[95/125] Compile [x64] ScriptMsgException.Pregenerated.cpp
[96/125] Compile [x64] UClass.Pregenerated.cpp
[97/125] Compile [x64] BlueprintStackGetter.cpp
[98/125] Compile [x64] UnableToDisplayScriptCallStack.Pregenerated.cpp
[99/125] Compile [x64] UnrealLogEvent.Pregenerated.cpp
[100/125] Compile [x64] UE4Library.Pregenerated.cpp
[101/125] Compile [x64] UnrealFunctions.cpp
[102/125] Link [x64] UnrealEditor-RiderDebuggerSupport.lib
  Creating library C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderDebuggerSupport\UnrealEditor-RiderDebuggerSupport.lib and object C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderDebuggerSupport\UnrealEditor-RiderDebuggerSupport.exp
[103/125] Compile [x64] RiderLink.cpp
[104/125] Link [x64] UnrealEditor-RiderDebuggerSupport.dll
  Creating library C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderDebuggerSupport\UnrealEditor-RiderDebuggerSupport.sup.lib and object C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderDebuggerSupport\UnrealEditor-RiderDebuggerSupport.sup.exp
[105/125] Link [x64] UnrealEditor-RiderLink.lib
  Creating library C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderLink\UnrealEditor-RiderLink.lib and object C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderLink\UnrealEditor-RiderLink.exp
[106/125] Compile [x64] RiderShaderInfo.cpp
[107/125] Link [x64] UnrealEditor-RiderShaderInfo.lib
  Creating library C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderShaderInfo\UnrealEditor-RiderShaderInfo.lib and object C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderShaderInfo\UnrealEditor-RiderShaderInfo.exp
[108/125] Link [x64] UnrealEditor-RiderShaderInfo.dll
  Creating library C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderShaderInfo\UnrealEditor-RiderShaderInfo.sup.lib and object C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderShaderInfo\UnrealEditor-RiderShaderInfo.sup.exp
[109/125] Compile [x64] RiderLogging.cpp
[110/125] Link [x64] UnrealEditor-RiderLogging.lib
  Creating library C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderLogging\UnrealEditor-RiderLogging.lib and object C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderLogging\UnrealEditor-RiderLogging.exp
[111/125] Compile [x64] RiderLC.cpp
[112/125] Link [x64] UnrealEditor-RiderLC.lib
  Creating library C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderLC\UnrealEditor-RiderLC.lib and object C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderLC\UnrealEditor-RiderLC.exp
[113/125] Compile [x64] RiderBlueprint.cpp
[114/125] Compile [x64] BlueprintProvider.cpp
[115/125] Link [x64] UnrealEditor-RiderBlueprint.lib
  Creating library C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderBlueprint\UnrealEditor-RiderBlueprint.lib and object C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderBlueprint\UnrealEditor-RiderBlueprint.exp
[116/125] Compile [x64] RiderGameControl.cpp
[117/125] Link [x64] UnrealEditor-RiderGameControl.lib
  Creating library C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderGameControl\UnrealEditor-RiderGameControl.lib and object C:\Users\brian\AppData\Local\Temp\UnrealLink\Gytakur\HostProject\Plugins\RiderLink\Intermediate\Build\Win64\x64\UnrealEditor\Development\RiderGameControl\UnrealEditor-RiderGameControl.exp
Total time in Parallel executor: 30.82 seconds
Total execution time: 42.31 seconds
Took 42.39s to run dotnet.exe, ExitCode=6
UnrealBuildTool failed. See log for more details. (C:\Users\brian\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+UE_5.4\UBA-UnrealEditor-Win64-Development.txt)
AutomationTool executed for 0h 0m 46s
AutomationTool exiting with ExitCode=6 (6)
BUILD FAILED
Failed to build RiderLink plugin for D:\Program Files\Epic Games\UE_5.4
Failed to build RiderLink plugin

0

Hello Brian,

Thank you for the details shared. We are aware of a hardware issue with i9 CPU 13th/14th gen. It might cause Rider/UE crashes, Windows freezes, BSOD while working with huge projects such as Unreal Engine. Internal compiler errors might occur during RiderLink installation because of the same issue.

I suggest trying this workaround to see if that helps: How to Fix Crashes in Unreal Engine 5 Games on Intel i7-13700K and i9-13900K Series. We have confirmations the workaround helps.

Another option you might want to try is to disable TurboBoost (to verify if that is the case) from BIOS.

Hope to hear from you soon.

Have a nice day!

0

This seemed to sort things out. Thanks

0

I had the same error.Make sure when you open the first time a solution in rider and you don`t have the Unrealink for the Engine version as soon as the solution opens to close the editor so Rider can build the plugin.

0

Hello Raztinca,

Thank you for sharing your experience. Is your CPU i9 13/14 by chance?

0

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