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Package and Deployment Troubleshooting — Epic Wiki

# Package and Deployment Troubleshooting

This page is currently under construction, more errors and solutions will be added over time.

# Contents

  • 1 Additional Resources
  • 2 Using Answerhub for Packaging Issues
    • 2.1 Packaging Failed (Automation Tool Unable to Run Successfully)
    • 2.2 Searching for your error
    • 2.3 Posting on Answerhub
    • 2.4 Retrieving Logs from a packaged game
    • 2.5 What are Unreal Engine 4’s system recommendations?
  • 3 Common errors
    • 3.1 Non-platform specific
    • 3.2 Windows
    • 3.3 Android
    • 3.4 iOS
    • 3.5 HTML5
    • 3.6 Mac
    • 3.7 TVOS
    • 3.8 Additional Resources
    • 3.9 Miscellaneous Links

Packaging and Deployment Troubleshooting

# Additional Resources

Here are a few helpful guides:

  • Mobile Development Troubleshooting Guide
  • Packaging Projects Documentation
  • Packaging and Cooking Games Documentation
  • Android Quick Start
  • iOS Quick Start
  • Obtain logs off an Android Device
  • Obtain logs off an iOS Device

This page is currently under development and will be populated as we find more common mobile development bugs/crashes. Thank you for your understanding.

If you notice a build failure in your logs, please try the following first:

  1. Open the log that includes the information about your build failure in a text editor. This can be found in the project’s directory under the Saved/Logs directory.
  2. Use the find function (Ctrl+F) to search for the word «Error» and «Warning»
  3. Make a list of each unique error/warning and attempt to search for other Answerhub posts that mention them (Please take a look further in this guide for more information on common error messages, as well as the information that would likely be needed to diagnose your issue)

If you cannot find another report of the error you’re receiving and are not able to solve the issue, a general all purpose solution can sometimes be to delete the following folders:

  • Intermediate

  • Saved

  • Config

  • Restart your computer if there is an ‘Unknown Cook Failure’

If the above does not help your situation, please look through the rest of this guide for a run down of the troubleshooting process and examples of common errors and solutions

# Using Answerhub for Packaging Issues

The first thing to keep in mind is that there are multiple error messages that are generic that are there to let you know that a process failed but will not give any useful information otherwise. These error messages are two examples of general errors which are stating that the process failed. This could be the result of a multitude of different errors. The best course of action is to search elsewhere in the log for other errors and warnings, as this is likely a symptom of those issues.

A couple more of these types of errors are:

  • RunUAT.bat ERROR: AutomationTool was unable to run
  • Error: Error Unknown Error

# Searching for your error

Once you believe you’ve found the actual error or warning that is causing your problem, try searching for the issue here. If the issue isn’t listed on this page, you can try searching for it in our database. Try searching for your error on the Documentation page as this covers all of our support outlets.

If you are able to find a post that relates to your issue but the information is not helpful or the issue was never resolved, check the Product Version listed. If the Product Version is older than what you are currently using, create a new post (see next section). Otherwise, feel free to post about your issue on the existing page.

# Posting on Answerhub

When posting about a packaging issue on Answerhub, it will be easier for someone to help you when you provide them with as much information as possible. The list below can give you a starting point but any additional information is always helpful.

  • Logs (These are the most important and should be attached as a .txt file)
  • Engine version
  • The exact steps you’ve taken to package.
  • The exact OS version you’re on.
  • Can it be reproduced in a clean project?
  • If it can be reproduced, provide a clear list of steps to reproduce the issue.

# Retrieving Logs from a packaged game

Finding errors that occur in the game that results from a successful package attempt can be done by looking at the warnings in the original packaging log but can also be seen in the logs for the packaged game itself. They can found different locations based off the platform.

  • Windows: PackagedDirectory/ProjectName/Saved/Logs/ProjectName.log
  • Mac: ~/Library/Logs/ProjectName/
  • iOS: Obtain logs off an iOS Device
  • Android: Obtain logs off an Android Device
  • HTML5: To be added
  • Linux: To be added
  • tvOS: To be added

# What are Unreal Engine 4’s system recommendations?

For developing with UE4, we recommend a certain level of hardware for a desired result. UE4 will run on desktops and laptops below these recommendations, but performance may be limited. For more information on these recommendations, please see Recommended Hardware.

# Common errors

This section will provide a list of common errors along with resolved Answerhub links related to the issue as well as possible solutions.

# Non-platform specific

  • Error loading an asset

  • WARNING: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that «Common Tools for Visual C++ 2015» was selected when installing Visual Studio 2015.

  • No 32-bit compiler toolchain found in C:Program Files (x86)Microsoft Visual Studio 14.0VCbincl.exe

This is a warning that can cause other errors to occur. This can be resolved by installing the Common Tools for Visual C++ 2015 for Visual Studio 2015. Please see the Answerhub post for steps to do so.

  • No modules found to build. All requested binaries were already part of the installed engine data.

This is a message that points out that you are using a Plugin that requires being compiled but you’re using it in a Blueprint-only project. In this case, there are three options:

  • Find a version of the plugin that does not require compiling, if it exists
  • Disable/Uninstall the plugin
  • Add code to your project (File > New C++ Class…). Please note: This will permanently make the project a code project.

# Windows

  • Shipping — Source Build

Ensure you have built for the type of build you’re packaging: Shipping | Debug | Development

  • Rename the .exe

  • Migrating Files to a New Project

  • An item with the same key has already been added

  • How to create a working Shipping build?

  • Win10: Configurations are not updating on iOS devices via Remote Build

  • Global shader cache-pcd3d-sm5 missing

  • UE4Game.pdb Missing

This may also be resolved by unchecking «Include Debug Files» in your project’s Project Settings under the Packaging section.

  • Cannot find HCAD.lib

  • Unknown Structure Error

  • Fatal Error

  • MSCORLIB ERROR: An item with the same key has already been added

# Android

  • Unable to Deploy to Android

  • Error: C:Unreal ProjectsProjectNameIntermediateAndroidAPKJavaLibsplay-services-ads-9.2.0 is not a valid project (AndroidManifest.xml not found).

# iOS

  • Unable to Launch Code Projects on Windows — Cygwin

  • How to manually remove Mobile Provisions for iOS

  • Windows: C:Users(you)AppDataLocalApple ComputerMobileDevicesProvisioning Profiles

  • Mac: ~/Library/MobileDevice/Provisioning Profiles

  • Crashes on First Launch

  • Distribution Source Build Fails to Package

  • iOS Identifier is Not Matching

  • Code signing is required for product type ‘Application’ in SDK iOS 10.0′

  • In-App Purchase Enabled Apps are Rejected from iOS

  • Provision & Signing Keys Not Found

  • Related documentation: Creating & Importing Provisions

  • iOS 4S Incorrect HUD Scaling

  • Related documentation: Setting Device Profiles

  • AssetPackManifest.plist Errors

# HTML5

  • Issues hosting a HTML5 game online

  • Environment Variables aren’t set for HTML5

  • Trouble Launching Packaged Projects on Certain Sites

  • How to Deploy HTML5 Games on Apache? (4.9)

  • HTML5: Little-Endian Error

  • Failed to run llvm optimizations

  • HTML5 In-Game Complications

  • Related documentation: Levels

# Mac

  • Cooking with a Macbook Pro Hangs

  • Related documentation: Packaging and Cooking Games

# TVOS

  • Error: iOS Incorrect Bundle Identifier

# Additional Resources

  • How to stop UE4 from crashing on its own
  • Mobile Development Troubleshooting Guide
  • Packaging and Cooking Games

# Miscellaneous Links

  • Packaging Fails when using Chunk ID

  • Renaming Target Build

Retrieved from «https://wiki.unrealengine.com/index.php?title=Package_and_Deployment_Troubleshooting&oldid=25394»

Category:

  • Troubleshooting

Hey can you guys help me fix this Package error. Its the group I have. They all seem to be related. Really confused because I haven’t been able to find the files its referring to.

UATHelper: Packaging (Windows (64-bit)):   LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/SkyPlugin/Sky/Textures/T_Moon_D' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/MegascansPlugin/', '/Paper2D/', '/AnimationSharing/', '/GeometryMode
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: '/SkyPlugin/Sky/Textures/T_Moon_D' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/MegascansPlugin/', '/Paper2D/', '/AnimationSharing/', '/GeometryMode/', '/SpeedTreeImporter/', '/DatasmithCon
UATHelper: Packaging (Windows (64-bit)):   LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/SkyPlugin/Sky/Textures/T_Moon_D' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/MegascansPlugin/', '/Paper2D/', '/AnimationSharing/', '/GeometryMode
UATHelper: Packaging (Windows (64-bit)):   LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/SkyPlugin/Sky/Textures/T_Moon_D' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/MegascansPlugin/', '/Paper2D/', '/AnimationSharing/', '/GeometryMode
UATHelper: Packaging (Windows (64-bit)):   LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/SkyPlugin/Sky/Textures/T_Moon_D' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/MegascansPlugin/', '/Paper2D/', '/AnimationSharing/', '/GeometryMode
UATHelper: Packaging (Windows (64-bit)):   LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/SkyPlugin/Sky/Textures/T_Moon_D' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/MegascansPlugin/', '/Paper2D/', '/AnimationSharing/', '/GeometryMode
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: '/SkyPlugin/Sky/Textures/T_Moon_D' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/MegascansPlugin/', '/Paper2D/', '/AnimationSharing/', '/GeometryMode/', '/SpeedTreeImporter/', '/DatasmithCon
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: '/SkyPlugin/Sky/Textures/T_Moon_D' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/MegascansPlugin/', '/Paper2D/', '/AnimationSharing/', '/GeometryMode/', '/SpeedTreeImporter/', '/DatasmithCon
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: '/SkyPlugin/Sky/Textures/T_Moon_D' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/MegascansPlugin/', '/Paper2D/', '/AnimationSharing/', '/GeometryMode/', '/SpeedTreeImporter/', '/DatasmithCon
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: '/SkyPlugin/Sky/Textures/T_Moon_D' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/MegascansPlugin/', '/Paper2D/', '/AnimationSharing/', '/GeometryMode/', '/SpeedTreeImporter/', '/DatasmithCon
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: Warning/Error Summary (Unique only)
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/SkyPlugin/Sky/Textures/T_Moon_D' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/MegascansPlugin/', '/Paper2D/', '/AnimationSharing
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: Failure - 5 error(s), 66 warning(s)
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
PackagingResults: Error: Unknown Cook Failure

I am trying to package a project which contains support for Armv7a, but cannot successfully since its throwing me exceptions. I am able to package for arm64 successfully if I untick the option in package project window in Unreal Engine 4.27.2.

I have also been researching through the Internet, but simply cannot find a solution, they solutions presented were to disable exceptions all together using «-fno-exceptions» but that doesn’t seem to work either.

The error is for building .so for armv7 is as follows:

`UATHelper: Packaging (Android (ETC2)):   PLATFORM_ANDROID_NDK_VERSION = 230100
UATHelper: Packaging (Android (ETC2)):   NDK toolchain: r23, NDK version: 31, GccVersion: 4.9, ClangVersion: 12.0.5
UATHelper: Packaging (Android (ETC2)):   Compiling Native 32-bit code with NDK API 'android-31'
UATHelper: Packaging (Android (ETC2)):   Compiling Native 64-bit code with NDK API 'android-31'
UATHelper: Packaging (Android (ETC2)):   Writing manifest to C:UsersUser1DocumentsUnreal ProjectsDemo3AndroidCppIntermediateBuildManifest.xml
UATHelper: Packaging (Android (ETC2)):   Building Demo3AndroidCpp...
UATHelper: Packaging (Android (ETC2)):   Building 2 actions with 8 processes...
UATHelper: Packaging (Android (ETC2)):     [1/2] Demo3AndroidCpp-armv7.so
UATHelper: Packaging (Android (ETC2)):     ld.lld: error: undefined symbol: __aeabi_unwind_cpp_pr1
UATHelper: Packaging (Android (ETC2)):     >>> referenced by Module.Launch.cpp
UATHelper: Packaging (Android (ETC2)):     >>>               C:/Program Files/Epic Games/UE_4.27/Engine/Intermediate/Build/Android/UE4/Development/Launch/Module.Launch.cppa7.o:(.ARM.exidx.text._ZN16FAppEventManager11GetInstanceEv+0x0)
UATHelper: Packaging (Android (ETC2)):     >>> referenced by Module.Launch.cpp
UATHelper: Packaging (Android (ETC2)):     >>>               C:/Program Files/Epic Games/UE_4.27/Engine/Intermediate/Build/Android/UE4/Development/Launch/Module.Launch.cppa7.o:(.ARM.exidx.text._ZN16FAppEventManager15DequeueAppEventEv+0x0)
UATHelper: Packaging (Android (ETC2)):     >>> referenced by Module.Launch.cpp
UATHelper: Packaging (Android (ETC2)):     >>>               C:/Program Files/Epic Games/UE_4.27/Engine/Intermediate/Build/Android/UE4/Development/Launch/Module.Launch.cppa7.o:(.ARM.exidx.text._ZN16FAppEventManager17ReleaseMicrophoneEb+0x0)
UATHelper: Packaging (Android (ETC2)):     >>> referenced 161000 more times
UATHelper: Packaging (Android (ETC2)):   
UATHelper: Packaging (Android (ETC2)):     ld.lld: error: undefined symbol: __aeabi_unwind_cpp_pr0
UATHelper: Packaging (Android (ETC2)):     >>> referenced by Module.Launch.cpp
UATHelper: Packaging (Android (ETC2)):     >>>               C:/Program Files/Epic Games/UE_4.27/Engine/Intermediate/Build/Android/UE4/Development/Launch/Module.Launch.cppa7.o:(.ARM.exidx.text._ZN16FAppEventManager4TickEv+0x0)
UATHelper: Packaging (Android (ETC2)):     >>> referenced by Module.Launch.cpp
UATHelper: Packaging (Android (ETC2)):     >>>               C:/Program Files/Epic Games/UE_4.27/Engine/Intermediate/Build/Android/UE4/Development/Launch/Module.Launch.cppa7.o:(.ARM.exidx.text._ZZN16FAppEventManager4TickEvEN4Impl21ExecCheckImplInternalEv+0x0)
UATHelper: Packaging (Android (ETC2)):     >>> referenced by Module.Launch.cpp
UATHelper: Packaging (Android (ETC2)):     >>>               C:/Program Files/Epic Games/UE_4.27/Engine/Intermediate/Build/Android/UE4/Development/Launch/Module.Launch.cppa7.o:(.ARM.exidx.text._ZN16FAppEventManager17ExecWindowResizedEv+0x0)
UATHelper: Packaging (Android (ETC2)):     >>> referenced 369570 more times
UATHelper: Packaging (Android (ETC2)):     clang++: error: linker command failed with exit code 1 (use -v to see invocation)
PackagingResults: Error: undefined symbol: __aeabi_unwind_cpp_pr1
PackagingResults: Error: undefined symbol: __aeabi_unwind_cpp_pr0
PackagingResults: Error: linker command failed with exit code 1 (use -v to see invocation)
UATHelper: Packaging (Android (ETC2)): Took 32.2903757s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool failed. See log for more details. (C:UsersUser1AppDataRoamingUnreal EngineAutomationToolLogsC+Program+Files+Epic+Games+UE_4.27UBT-Demo3AndroidCpp-Android-Development.txt)
UATHelper: Packaging (Android (ETC2)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Android (ETC2)): BUILD FAILED
PackagingResults: Error: Unknown Error`

I can currently only support a limited number of devices because of arm32 package error.

First of all, thanks for doing all this great work!

My project builds perfectly fine when using ue4 build, however when executing ue4 package, I get the following error. I’m not really sure what I’m doing wrong, but I’m pretty sure the mistake is on my side. My project is able to build using the UE4Editor GUI, am I missing a setting somewhere, or am I using the ue4 package command incorrectly perhaps? I’m using adamrehn/ue4-full:4.22.0

ue4@e3c157e0c282:~/Github$ ue4 package
Using user-specified engine root: /home/ue4/UnrealEngine

Running AutomationTool...

Fixing inconsistent case in filenames.
Setting up Mono
AutomationTool exists: Deleting
Compiling AutomationTool with xbuild
xbuild Source/Programs/AutomationTool/AutomationTool.csproj /p:Configuration=Development /p:Platform=AnyCPU /verbosity:quiet /nologo /p:TargetFrameworkProfile=
/home/ue4/UnrealEngine/Engine/Binaries/ThirdParty/Mono/Linux/lib/mono/xbuild/14.0/bin/Microsoft.Common.targets:  warning : Referenced Project ../IOS/MobileDeviceInterface/MobileDeviceInterface.csproj not found, ignoring.
Compilation Succeeded
Start UAT: mono AutomationTool.exe BuildCookRun -utf8output -clientconfig=Shipping -serverconfig=Shipping -project=/home/ue4/Github/swarm_cpp.uproject -noP4 -cook -allmaps -build -stage -prereqs -pak -archive -archivedirectory=/home/ue4/Github/dist -platform=Linux -nodebuginfo
Parsing command line: BuildCookRun -utf8output -clientconfig=Shipping -serverconfig=Shipping -project=/home/ue4/Github/swarm_cpp.uproject -noP4 -cook -allmaps -build -stage -prereqs -pak -archive -archivedirectory=/home/ue4/Github/dist -platform=Linux -nodebuginfo -compile
WARNING: Ignoring -Compile argument because engine is installed.
ERROR: Scripts folder /home/ue4/UnrealEngine/Engine/Binaries/DotNET/AutomationScripts does not exist!
ERROR: AutomationScripts.Automation.dll was not found or could not be loaded, can't run scripts.
       (see /home/ue4/Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt for full exception trace)
AutomationTool exiting with ExitCode=1 (Error_Unknown)
RunUAT ERROR: AutomationTool was unable to run successfully.
Traceback (most recent call last):
  File "/usr/local/bin/ue4", line 11, in <module>
    sys.exit(main())
  File "/usr/local/lib/python3.6/dist-packages/ue4cli/cli.py", line 216, in main
    SUPPORTED_COMMANDS[command]['action'](manager, args)
  File "/usr/local/lib/python3.6/dist-packages/ue4cli/cli.py", line 88, in <lambda>
    'action': lambda m, args: m.packageDescriptor(os.getcwd(), args),
  File "/usr/local/lib/python3.6/dist-packages/ue4cli/UnrealManagerBase.py", line 423, in packageDescriptor
    self.packageProject(dir, args[0] if len(args) > 0 else 'Shipping', args[1:])
  File "/usr/local/lib/python3.6/dist-packages/ue4cli/UnrealManagerBase.py", line 398, in packageProject
    ] + extraArgs)
  File "/usr/local/lib/python3.6/dist-packages/ue4cli/UnrealManagerBase.py", line 353, in runUAT
    Utility.run([self.getRunUATScript()] + args, cwd=self.getEngineRoot(), raiseOnError=True)
  File "/usr/local/lib/python3.6/dist-packages/ue4cli/Utility.py", line 138, in run
    raise Exception('child process ' + str(command) + ' failed with exit code ' + str(returncode))
Exception: child process ['/home/ue4/UnrealEngine/Engine/Build/BatchFiles/RunUAT.sh', 'BuildCookRun', '-utf8output', '-clientconfig=Shipping', '-serverconfig=Shipping', '-project=/home/ue4/Github/swarm_cpp.uproject', '-noP4', '-cook', '-allmaps', '-build', '-stage', '-prereqs', '-pak', '-archive', '-archivedirectory=/home/ue4/Github/dist', '-platform=Linux', '-nodebuginfo'] failed with exit code 1

I am trying to package my game in 32 bit for testing purposes. However I keep getting an error during the process. I have no problems packaging 64 bit development versions. Only 32. Does anyone have any ideas on what the problem might be? Here is the log:

UATHelper: Packaging (Windows (32-bit)): Running AutomationTool...
 UATHelper: Packaging (Windows (32-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/dev/projects/ue4/FarkleFriends/FarkleFriends.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=C:/dev/projects/ue4/FarkleFriends/FarkleFriends.uproject -cook -stage -archive -archivedirectory=C:/dev/package/debug/windows
 32 -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win32 -build -utf8output
 UATHelper: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:devprojectsue4FarkleFriendsFarkleFriends.uproject
 UATHelper: Packaging (Windows (32-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
 UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:devUnrealEngineUE_4.16EngineBinariesDotNETUnrealBuildTool.exe FarkleFriends Win32 Development -Project=C:devprojectsue4FarkleFriendsFarkleFriends.uproject  C:devprojectsue4FarkleFriendsFarkleFriends.uproject -NoUBTMakefiles  -remoteini="C:devprojectsue4FarkleFriends" -noxg
 e -generatemanifest -NoHotReload
 UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 2.7233461s to run UnrealBuildTool.exe, ExitCode=0
 UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:devUnrealEngineUE_4.16EngineBinariesDotNETUnrealBuildTool.exe FarkleFriends Win32 Development -Project=C:devprojectsue4FarkleFriendsFarkleFriends.uproject  C:devprojectsue4FarkleFriendsFarkleFriends.uproject -NoUBTMakefiles  -remoteini="C:devprojectsue4FarkleFriends" -noxg
 e -NoHotReload -ignorejunk
 UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: Performing 14 actions (2 in parallel)
 UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:devprojectsue4FarkleFriendsBinariesWin32FarkleFriends.exe
 UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: Total build time: 34.18 seconds (Local executor: 0.00 seconds)
 UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 34.6009145s to run UnrealBuildTool.exe, ExitCode=5
 UATHelper: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:devUnrealEngineUE_4.16EngineBinariesDotNETUnrealBuildTool.exe FarkleFriends Win32 Development -Project=C:devprojectsue4FarkleFriendsFarkleFriends.uproject  C:dev
 projectsue4FarkleFriendsFarkleFriends.uproject -NoUBTMakefiles  -remoteini="C:devprojectsue4FarkleFriends" -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2017.07.26-21.49.41.txt' 
 UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
 UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
 UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
 UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
 UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
 UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictio
 nary`2 InTargetToManifest)
 UATHelper: Packaging (Windows (32-bit)):    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
 UATHelper: Packaging (Windows (32-bit)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
 UATHelper: Packaging (Windows (32-bit)):    at BuildCookRun.ExecuteBuild()
 UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.BuildCommand.Execute()
 UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
 UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.Automation.Process(String[] Arguments)
 UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.Program.MainProc(Object Param)
 UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
 UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.Program.Main()
 UATHelper: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
 UATHelper: Packaging (Windows (32-bit)): BUILD FAILED
 PackagingResults:Error: Error Unknown Error

EDIT
Here is what’s in the UnrealBuildTool-….txt log file. The contents of the log for a more recent build with 4.16.3 is the same as the contents of UnrealBuildTool-2017.07.26-21.49.41.txt

Performing 14 actions (2 in parallel)
ERROR: UBT ERROR: Failed to produce item: 
C:devprojectsue4FarkleFriendsBinariesWin32FarkleFriends.exe
Total build time: 20.26 seconds (Local executor: 0.00 seconds)

EDIT Part 2
When I try to run the command

C:devUnrealEngineUE_4.16EngineBinariesDotNETUnrealBuildTool.exe FarkleFriends Win32 Development -Project=C:devprojectsue4FarkleFriendsFarkleFriends.uproject  C:devprojectsue4FarkleFriendsFarkleFriends.uproject -NoUBTMakefiles  -remoteini="C:devprojectsue4FarkleFriends" -noxge -NoHotReload -ignorejunk

in the cmd prompt I get a Windows error:
enter image description here

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