SOLVED: TouchEngine For UE: Cannot run packaged project - Vulkan RHI Module is missing

I am currently encountering the same issue as @kefon on UE5.3.2, plugin version 1.3.4.

@JetXS any ideas on what could be causing this?

Hi @kampfz

This shouldn’t be occuring.

You mean your project is failing to compile ? Package ?

What error message are you getting ?

Can you share logs ?

Best,
Michel

My project successfully packages but when I go to open the executable I am greeted with this error message.

No errors in my log, but here’s the editor log file anyway.

log.zip (43.4 KB)

And here’s the log for the executable when I try to run it.
Logs.zip (12.2 KB)

Hey,

Just tested 2 different projects and I am not encountering the issue so far.

You are trying to package a personal project, with the Plugin grabbed from which location ?

What are other plugins you might be using with it ?

What is the RHI selected ? If you don’t know this answer it’s probably DX12 / Default.

Best,
Michel

I am grabbing the plugin from GitHub here.

The project doesn’t not have any other plugins in it, just TouchEngine. The RHI is DX12.

I have been able to package the TouchEngine sample project and run it with no issues. Might try to migrate everything to a fresh project.

Any special project settings required to package?

Any special project settings required to package?

Really not much. I tried multiple modes Dev, Shipping. DX12 RHI (Vulkan should work as well)…

The one thing you have to be careful about is the extra assets to copy / package, as your .tox might not be included sometimes. TouchEngine-UE-Samples/docs/FAQ.md at UE5.3-Release · TouchDesigner/TouchEngine-UE-Samples · GitHub

I have been able to package the TouchEngine sample project and run it with no issues.

Yes, so something is odd with that project you use. Did you start from a previous version of unreal and update ? Did you select a specific template that you recall ?

Nope, the project was started in 5.3.2 as a blank project. The project is currently using version control though

I wouldn’t think there is any impact from version control.

Does creating a new project without version control fix the issue?

I copied the project out of version control and the issue still persists.

I did just notice that my project does not have a binaries folder. Seems like that could be causing the issue? Do I need to make my project a C++ project?

If you use the distributed releases it shouldn’t be required to be a Cpp project.

I just encountered the issue from your screenshot in a new project without it being a Cpp project though.

Checking if that’s the issue here.

It does indeed fix the issue to add a C++ class.

I’ve logged this for it to be looked into.

Thanks,
Michel

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Sick! I will test in a bit and let you know if that fixes it for me too

confirmed working!

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Hi @kampfz

Getting back to this with the dev team. I’ll document this, but turning on in the settings the following toggles should have solved the issue.

Project Settings → Windows → Vulkan Targeted Shader Formats

Best,
Michel

@JetXS i tried your above proposed solution and still encounter the same issue. The only thing that seems to work for me is converting the project to a C++ project

@kampfz

Can confirm with further testing that this is not solving the issue. Developer was encountering a different issue. Will investigate more. Thanks.

I did additional testing in UE 5.4.1 as well where I could reproduce.

EDIT: Also split topics, as the original issue was about not being able to package at all. We can package here, we just can’t run the package.

Best,
Michel

Hi @kampfz

Pure BP projects (projects that don’t have any C++ classes, or non packaged plugins) require users to manually add the key "EnabledByDefault": false to the Project Folder/Plugins/TouchEngine/TouchEngine.uplugin file when packaging a project. Otherwise, you might get a message stating that a module related to TouchEngine is missing. This is an issue on Unreal packaging end and not something that we can solve at the moment.

This is how you get things fixed for now, if you don’t add a C++ class to your project.

This was added to the plugin FAQ pages and known issues on the release page.

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