Why am I receiving this when trying to create a new UE4 C++ project ? (only C++ projects)

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I receive an IO Exception for a project file that does not exist (I just tried to create that project)

I tried Visual Studio 2017 instead of 2019 (for compatibility problems with UE 4.22.3) and I couldn't find anything wrong with my windows SDKs (some people on Unreal Engine forums said it could be the problem) and VS Configurations.

Running C:/Program Files/Epic Games/UE_4.22/Engine/Binaries/DotNET/UnrealBuildTool.exe  -projectfiles -project="C:/Users/Director/Documents/source/repos/Phz/Phz.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
ERROR: Unhandled exception: System.IO.FileLoadException: Could not load file or assembly 'file:///C:\Users\Director\Documents\source\repos\Phz\Intermediate\Build\BuildRules\PhzModuleRules.dll' or one of its dependencies. Operation is not supported. (Exception from HRESULT: 0x80131515)
       File name: 'file:///C:\Users\Director\Documents\source\repos\Phz\Intermediate\Build\BuildRules\PhzModuleRules.dll' ---> System.NotSupportedException: An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information.
          at System.Reflection.RuntimeAssembly._nLoad(AssemblyName fileName, String codeBase, Evidence assemblySecurity, RuntimeAssembly locationHint, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks)
          at System.Reflection.RuntimeAssembly.InternalLoadAssemblyName(AssemblyName assemblyRef, Evidence assemblySecurity, RuntimeAssembly reqAssembly, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks)
          at System.Reflection.Assembly.Load(AssemblyName assemblyRef, Evidence assemblySecurity)
          at System.CodeDom.Compiler.CompilerResults.get_CompiledAssembly()
          at UnrealBuildTool.DynamicCompilation.CompileAssembly(FileReference OutputAssemblyPath, HashSet`1 SourceFileNames, List`1 ReferencedAssembies, List`1 PreprocessorDefines, Boolean TreatWarningsAsErrors) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\DynamicCompilation.cs:line 358
          at UnrealBuildTool.DynamicCompilation.CompileAndLoadAssembly(FileReference OutputAssemblyPath, HashSet`1 SourceFileNames, List`1 ReferencedAssembies, List`1 PreprocessorDefines, Boolean DoNotCompile, Boolean TreatWarningsAsErrors) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\DynamicCompilation.cs:line 427
          at UnrealBuildTool.RulesAssembly..ctor(DirectoryReference BaseDir, IReadOnlyList`1 Plugins, List`1 ModuleFiles, List`1 TargetFiles, Dictionary`2 ModuleFileToPluginInfo, FileReference AssemblyFileName, Boolean bContainsEngineModules, Boolean bUseBackwardsCompatibleDefaults, Boolean bReadOnly, Boolean bSkipCompile, RulesAssembly Parent) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 109
          at UnrealBuildTool.RulesCompiler.CreateProjectRulesAssembly(FileReference ProjectFileName, Boolean bUsePrecompiled, Boolean bSkipCompile) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesCompiler.cs:line 488
          at UnrealBuildTool.ProjectFileGenerator.AddProjectsForAllTargets(PlatformProjectGeneratorCollection PlatformProjectGenerators, List`1 AllGames, ProjectFile& EngineProject, ProjectFile& EnterpriseProject, List`1& GameProjects, Dictionary`2& ProgramProjects) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\ProjectFiles\ProjectFileGenerator.cs:line 2104
          at UnrealBuildTool.ProjectFileGenerator.GenerateProjectFiles(PlatformProjectGeneratorCollection PlatformProjectGenerators, String[] Arguments) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\ProjectFiles\ProjectFileGenerator.cs:line 674
          at UnrealBuildTool.GenerateProjectFilesMode.Execute(CommandLineArguments Arguments) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\GenerateProjectFilesMode.cs:line 172
          at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 443

"Phz" is the project name used in those DLL names. Is there any specific .NET Framework SDK or something I'm missing ? (An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch)

unreal-engine4
asked on Stack Overflow Jul 17, 2019 by Director • edited Jul 17, 2019 by Botje

2 Answers

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After years of effort : It cannot create a project in C: drive !

I wonder if its some permission issue …

:|

answered on Stack Overflow Jul 19, 2019 by Director
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You can create a Blueprint project and convert it afterwards in a C++ project, by creating a C++ class. Go to File->New C++ Class

answered on Stack Overflow Jul 22, 2019 by ProRedMax

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