Blueprint Only Projects: My packaged builds crash right after start-up
When the “Odin” plugin is installed directly into a Blueprint Only Unreal Engine project, you may encounter an error when trying to run packaged standalone builds. The error message typically states:
Plugin ‘Odin’ failed to load because module ‘Odin’ could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.
This issue occurs because Unreal Engine processes Blueprint Only projects differently, and fails to correctly package C++ plugins that are installed directly within the project.
Options for Resolving the Issue:
To resolve this issue, there are two options:
Install the Plugin in the Engine: By installing
Odin Voice Chat
directly into the Unreal Engine’s installation directory, Unreal will use a different method to package theOdin
module when building a Standalone Version of your project. This method ensures that all required modules are accessible. To install the plugin in the engine you can either:- Use Fab (Unreal Engine Marketplace) to install the Odin plugin
- Alternatively, download the appropriate version of the
Odin
plugin from the Odin SDK Unreal Releases Github page. Extract the plugin into the Engine’s marketplace plugins directory, which is typically located at.../Epic Games/UE_x.xx/Engine/Plugins/Marketplace
Convert Your Blueprint Only Project to a C++ Project: Adding C++ files to your project enables support for C++ based plugins like Odin being directly installed in your project folder. Here’s how to perform this conversion inside the Unreal Engine Editor:
- In the Unreal Editor, navigate to
Tools > New C++ Class > Choose Parent Class None
- Give the class a name (e.g.
Empty
) and pressCreate Class
. - Close down the Editor and open up the newly created
Odin_Minimal.sln
in your IDE - Build the project (Visual Studio hotkey is
Ctrl+Shift+B
)
- In the Unreal Editor, navigate to
Follow-Up Steps:
After following one of the solutions above, perform the following steps to ensure the Odin
plugin loads correctly:
- Open your Unreal project. If prompted, rebuild the missing modules by clicking
Yes
. - Go to
Edit > Plugins
in the Unreal Editor, and make sure that theOdin
plugin is enabled. - Attempt to package your project again. The standalone version should now launch successfully without errors.
Following these guidelines will help you successfully integrate the Odin plugin into your Blueprint Only project or adjust your project’s setup to meet the plugin’s requirements.
See also
- Are there any dependencies to other plugins?
- I'm having Issues with Echo Cancellation, what can I do?
- Do you have sound occlusion built-in?
- Do you support Unreal Engine 5.x?
- Build-error: building for ... but attempting to link with file built for unknown-unsupported file format
- C++ only: JoinRoom does not trigger callbacks on Android / Meta Quest
- Cross-Platform / Cross-Engine is great. Inside the web client I can hear the UE client, but I cannot hear web clients inside the UE client. Why does it not work?
- How to address build issues with Odin installed in both the Engine and Project
- I cannot find the Capture Audio nodes?
- LogUObjectGlobals: Warning: [AssetLog] ... Can't find file Error when running a packaged build
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