ue4-intellisense-fixes: ** Error **: This fixable project hasn't been initialized properly and is invalid.

Hello, I have installed this extension through VSIX and enabled the fixes as stated in the readme. I have not touched the original c_cpp_properties.json or compileCommands_Default.json.

I am moving from Visual Studio to VS Code, so I had to regenerate project files after setting the source code IDE to Visual Studio Code in UE (and after deleting folders: Immediate, Saved, Binaries and *.sln files).

I am using UE 5.0.2 and the extension version is 3.1.0 but no matter how many restarts and re-generating I do, I keep getting these errors:

Searching for *.uproject file...
Searching with fast-glob found nothing. (Sometimes isn't bug)
*.uproject file was found!

Extension "UE Intellisense Fixes" 3.1.0 is now active!

Found Unreal Engine v5.0.2


** Error **: This fixable project hasn't been initialized properly and is invalid.

** Error **: Couldn't create file watchers!

*** Number of error messages: 2
*** Number of warning messages: 0
If you get any errors you can try restarting VSCode to check if they've been fixed.

Extension is done.

I can build and run the code, the only problem is that header files are not being recognized (#include errors detected…). Is there a way to fix this?

Thank you in advance!

About this issue

  • Original URL
  • State: closed
  • Created 2 years ago
  • Comments: 23 (14 by maintainers)

Most upvoted comments

You can ignore this but it’s a meme about message boards about someone telling that they figured something out but not explaining how they did it.

So here’s how I migrated in case someone finds this:

  • I right clicked the content folder and selected the migrate option.

  • A windows will pop up showing the content to migrate. I had to make sure only the Game folder was selected. This folder had the Content directory assets. You can pick and choose the items in the Game folder or just migrate them all.

  • Now it’ll ask you which project you want to migrate these assets to. Choose a project’s content folder.

  • Once done you’ll need to enable or copy over all the same plugins manually. (see above how sometimes this goes wrong)

Now you need to copy over the ini files found in the Config folder. You need to do this manually. You have to be careful. Some ini files can be copied fully, some need to be selectively copied. Here’s how I did the ArchVis project ini files.

Copy all DefaultEditor.ini Copy all DefaultEditorPerProjectUserSettings.ini Copy all DeafultLightmass.ini

Inside DefaultEngine.ini:

[/Script/Engine.RendererSettings] Copied all settings(some settings are separated by spaces) and overwrote the settings already there

[/Script/EngineSettings.GameMapsSettings] Copied all settings and overwrote the settings already there

[/Script/UnrealEd.UnrealEdEngine] Created this category and copied all settings

[/Script/Engine.PhysicsSettings] Created this category and copied all settings

[/Script/Engine.CollisionProfile] Created this category and copied all settings

[/Script/WindowsTargetPlatform.WindowsTargetSettings] Copied all settings and overwrote the settings already there (If you’re not on Windows, this setting’s section name might be different)

[/Script/Engine.Engine] Copied all settings and overwrote the settings already there

I was able to get the migration fully working which lead me to find out what was causing the problem.

The plugin DatasmithCADImporter is the cause of the bug. Pretty strange!

So to fix:

  • Create UE5 archvis blueprint project
  • Disable DatasmithCADImporter plugin
  • Convert project to C++ by creating a C++ class

Note: You can fix an already created project by disabling the plugin as well.

If you need that plugin you can enable it briefly and then disable it after you import.

You should probably make a bug report about it.

I was a little too negative. It actually does work if all you want is all the same plugins that are enabled in the default archvis project.

So that actually works. You can then create your own map.

Trying to migrate the archvis content/map was where I was having difficulty. But you don’t need it if you’re just going to create your own stuff.


To copy plugins list just open your archvis *.uproject file in a text editor. Copy the plugins and paste them in a C++ project’s *.uproject file. There will be 2 plugins that are duplicates. One of the dupe plugins does have different options between the archvis and c++ projects. You can decide which dupe plugin you want to keep.

Very strange.

I’ll check it out after my one part I’m waiting for arrives!