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"RunUAT.bat ERROR: AutomationTool was unable to run successfully." (Blueprint only project)

Hello all. I've been getting the following error when trying to build my project: "RunUAT.bat ERROR: AutomationTool was unable to run successfully."

I'm able to build other projects with no issue, and I should also mention that this project is blueprint only. I've also attempted with different versions of the editor: 4.3.1, 4.4.0, 4.4.2, 4.4.3, 4.5 preview. I've had the same result with each version. I'm running on Windows 8.1 (x64), and have attempted builds on two separate computers to rule out a faulty machine or installation.

I've tried several of the solutions offered in previous threads pertaining to this topic, but none of them have been successful for me.

I've attached a log here: http://pastebin.com/UAN3keu8

I would be grateful for any suggestions. Thanks for your time,

Ben

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asked Oct 07 '14 at 11:44 PM in Packaging & Deployment

avatar image

zerofiftyone
204 26 28 93

avatar image Michsaporito Oct 22 '14 at 08:24 AM

The same for may people my friend.. But nobody..no programmer resolve this..

Program.Main: ERROR: No files found to deploy for C:\UnrealEngine\Engine\Binaries\Win64 with wildcard CrashReportClient.exe and exclusions MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes. MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=30 MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes. MainFrameActions: Packaging (Windows (64-bit)): AutomationToolLauncher exiting with ExitCode=30 MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files... MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully. MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED

avatar image Michsaporito Oct 22 '14 at 10:06 AM

I tried with recompile all in Development Editor ad after in Development.. nope.. I tried to set Game Mode in Project Settings.. nope.. Nobody has answers..

alt text

avatar image makai Oct 23 '14 at 10:04 AM

same here :(

avatar image Redsett Oct 27 '14 at 06:58 AM

Yeah, I'm in the same boat. I've had this error since the first version of UE4. Have been waiting for a fix, but still nothing.

avatar image Michsaporito Oct 27 '14 at 03:53 PM

I tried with new enigne 4.5.1..still the same.. Nothing..

avatar image dinker99 Nov 06 '14 at 04:16 PM

Exactly the same error for me, the last build that could package was UE4.4.3

avatar image spacedandy Nov 07 '14 at 03:32 PM

same as everyone else with this error

avatar image MrFred STAFF Nov 12 '14 at 10:40 PM

Hi guys, This error looks like a result of the cooker not running or not cooking any files for some reason.
Could you post up a complete log? These logs only have the packaging step in them.

Thanks

avatar image zerofiftyone Nov 13 '14 at 10:35 PM

Here's a paste of everything in the Output Log after attempting to package: http://pastebin.com/s7UMWSvv And attached is my UAT_Log.txt

Thanks for taking a look at this; it's a problem that's been plaguing me for months.

uat_log.txt (32.6 kB)
avatar image MrFred STAFF Nov 13 '14 at 11:08 PM

Hi that log references this path C:\Program Files\Unreal Engine 4.5\Cook.txt Would you mind uploading that also.

Thanks :)

avatar image zerofiftyone Nov 14 '14 at 10:09 AM

Hi again. Despite it being referenced there, I actually don't have a Cook.txt anywhere on my machine. I made a thread about it as a separate problem here: https://answers.unrealengine.com/questions/125352/cooking-fails-on-packagelaunch-no-cooktxt-file-gen.html

avatar image MrFred STAFF Nov 14 '14 at 04:06 PM

:(. Well I guess another way would be to run the cooker from the debugger. Set your project as the startup project from visual studio, set development editor and win64 as your configuration. Then put this on the commandline "C:\UE4 Projects\LaserBash_Repository\LaserBash.uproject" -run=Cook -MapIniSection=AllMaps -CookCultures=en -TargetPlatform=WindowsNoEditor

You should be able to see whats going on the, log output will be in the visualstudio output window. Let me know where you get from there Thanks

avatar image [Epic] Gribbs ♦♦ STAFF Nov 21 '14 at 03:29 PM

Howdy zerofiftyone,

Just wanted to check in with you and see if the issue us still occurring. If so, could you attach the files asked for ion the post from MrFred?

Thanks!

avatar image AndrewTaboada Nov 22 '14 at 01:29 AM

Hey I am having a similar error. I have tried everything I could and it's still not working. Here is my Loglink text

I am trying to run the cooker from the debugger to work like MrFred explained but I cannot get that to work either. Could you explain that again.

log.txt (638.0 kB)
avatar image MrFred STAFF Dec 02 '14 at 04:22 PM

Hi Andrew, This looks like a different issue. In the original thread the cooker wasn't even starting correctly before crashing.
This new situation looks related to some content being broken.
Namely this file seems like it has been corrupted some how.

C:/Users/Andrew/Documents/Unreal Projects/FlashDodge/Saved/Cooked/Android/FlashDodge/Content/LevelArt/MainCharacter.uasset

Was there anything special done with this file??? Perhaps getting a new version from source control will fix the issue.

Also we should move this issue into a separate thread.

avatar image [Epic] Gribbs ♦♦ STAFF Dec 05 '14 at 04:20 PM

Howdy zerofiftyone,

Just wanted to check in with you and see if this issue is still occurring? Please be sure to let me know so that I can further help with this issue.

Thanks and have a great day!

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4 answers: sort voted first

Hi zerofiftyone,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.

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answered Dec 09 '14 at 01:41 PM

avatar image

[Epic] Gribbs ♦♦ STAFF
11.8k 292 14 77

avatar image zerofiftyone Dec 13 '14 at 12:38 AM

Hello again. Apologies for the delay, I've been away for a while and not had a chance to follow this up.

I tried the instructions of @Andrew, but unfortunately it didn't work for me. I should also add that I've now upgraded to 4.6.

I'm looking into MrFred's idea of running the cooker from the debugger, but I'm not all that familiar with visual studio, so I haven't worked out how to open the project. Is there an .sln file I should be looking for?

avatar image zerofiftyone Dec 13 '14 at 02:26 AM

Update: In a separate project, I've just had a go at following the solution outlined in this thread: https://answers.unrealengine.com/questions/104084/runuatbat-error-blueprint-project.html

I've narrowed it down to 2 blueprint files which seem to be causing the build to fail. Fortunately this time around, I have a Cook.txt file and a UAT_Log.txt file to share. link text link text

cook.txt (109.7 kB)
uat_log.txt (152.5 kB)
avatar image [Epic] Gribbs ♦♦ STAFF Jan 05 '15 at 03:51 PM

Hey Zero,

I just wanted to check in with you and see if the you could share a screenshot of the Project Settings>Packaging section so I may be able to see how you currently have that set up.

Thanks!

avatar image zerofiftyone Jan 12 '15 at 01:36 AM

Here's a screencap: alt text

avatar image [Epic] Gribbs ♦♦ STAFF Jan 09 '15 at 04:22 PM

Hey Zero,

I just wanted to check in with you and see if this issue is still occurring. We have just release preview 2 for 4.7. Would you be able to upgrade to this version to test and see if this issue is still happening?

Any additional information would be greatly appreciated.

Thanks!

avatar image zerofiftyone Jan 12 '15 at 01:35 AM

Hey there! I've just installed 4.7 preview 2 and given it a try on both the projects I'm working on. No dice, unfortunately. The first project failed on packaging (seemingly the same as in 4.6) and the second project would cause the editor to crash upon opening. I think the crash may be related to a known issue, so I'll wait on the next preview and try that project again: "UE-3480 Launching a project with a custom Game Instance assigned will receive an error and crash the launching window"

avatar image [Epic] Gribbs ♦♦ STAFF Jan 14 '15 at 03:00 PM

Hey Zero,

Yesterday we have released the 3rd preview for 4.7 and I just wanted to check with you and see if this release has helped fix the issue? The bug was fixed before the release but I wanted to see if it happened to be implemented with the release of this build.

Be sure to let me know when you get the chance.

Thanks!

avatar image zerofiftyone Jan 15 '15 at 01:10 AM

Hey. Just had a look at preview 3. I've noticed that my project will Launch successfully (which it didn't do before), but it still won't package. link text

lb-logs4.7.zip (436.0 kB)
avatar image MrFred STAFF Jan 15 '15 at 06:29 PM

Hi Zerofiftyone, Looks like the cooker is starting now and providing a cooker log which a good start. The error seems to be related to this: 2015.01.15-00.57.05:883][ 0]LogBlueprint:Error: [compiler] Error The current value of the ' Spawn Transform ' pin is invalid: 'Spawn Transform' must have an input wired into it ("by ref" params expect a valid input to operate on). [2015.01.15-00.57.05:884][ 0]LogBlueprint:Error: [compiler] Error The current value of the ' Spawn Transform ' pin is invalid: 'Spawn Transform' must have an input wired into it ("by ref" params expect a valid input to operate on). [2015.01.15-00.57.05:887][ 0]LogBlueprint:Warning: [compiler] Warning [0145.37] Compile of NewBlueprint2 failed. 2 Fatal Issue(s) 0 Warning(s) [in 7 ms] [2015.01.15-00.57.05:887][ 0]LogBlueprint:Warning: [compiler] Warning [0145.37] Compile of NewBlueprint2 failed. 2 Fatal Issue(s) 1 Warning(s) [in 0 ms] I would check out this blueprint see whats going on there.

avatar image zerofiftyone Jan 18 '15 at 02:26 AM

Success! 4.7 seems to have solved the problem with my main project. Part of the problem was also caused by Perforce setting all of the project files to read-only. I have another project that won't build properly, but that's another problem for another thread. Thanks very much for all your help guys!

avatar image [Epic] Gribbs ♦♦ STAFF Dec 30 '14 at 08:06 PM

Hey zerofiftyone,

Sorry about the delay in response. Just wanted to check in and see if there has been resolved since 4.6.1 and/or the 4.7 preview has been released. Most of our staff is out for a bit on vacation, so please let me know if the issue is still occurring so I will be sure to contact a fellow team member when they return.

Thanks!

avatar image [Epic] Gribbs ♦♦ STAFF Dec 30 '14 at 08:33 PM

I have tried multiple workarounds and have yet to be able to package this project. You said in the past comment that you have narrowed it down to 2 blueprints. What were those blueprints that were causing the error?

avatar image Andras2014 Jan 04 '15 at 09:20 AM

Hi Sean,

Could you please help me too, I am having the same issue and I have tried every possible answers I found in the answerhub.

https://answers.unrealengine.com/questions/152018/i-cant-package-a-signed-game-to-android-play-shop.html

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Only with 4.5! in 4.2 I get: MainFrameActions: Packaging (Windows): InternalUtils.SafeCopyFile: SafeCopyFile C:\UnrealEngine\Templates\BlueprintExamples\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\ThirdParty\Vorbis\Win64\VS2012\libvorbis_64.dll D:\VIRTUAL SHOWROOM 4.2\WindowsNoEditor\Engine\Binaries\ThirdParty\Vorbis\Win64\VS2012\libvorbis_64.dll MainFrameActions: Packaging (Windows): InternalUtils.SafeCreateDirectory: SafeCreateDirectory D:\VIRTUAL SHOWROOM 4.2\WindowsNoEditor\Engine\Binaries\ThirdParty\Vorbis\Win64\VS2013 MainFrameActions: Packaging (Windows): InternalUtils.SafeCopyFile: SafeCopyFile C:\UnrealEngine\Templates\BlueprintExamples\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\ThirdParty\Vorbis\Win64\VS2013\libvorbisfile_64.dll D:\VIRTUAL SHOWROOM 4.2\WindowsNoEditor\Engine\Binaries\ThirdParty\Vorbis\Win64\VS2013\libvorbisfile_64.dll MainFrameActions: Packaging (Windows): InternalUtils.SafeCopyFile: SafeCopyFile C:\UnrealEngine\Templates\BlueprintExamples\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\ThirdParty\Vorbis\Win64\VS2013\libvorbis_64.dll D:\VIRTUAL SHOWROOM 4.2\WindowsNoEditor\Engine\Binaries\ThirdParty\Vorbis\Win64\VS2013\libvorbis_64.dll MainFrameActions: Packaging (Windows): InternalUtils.SafeCreateDirectory: SafeCreateDirectory D:\VIRTUAL SHOWROOM 4.2\WindowsNoEditor\Engine\Content\Localization MainFrameActions: Packaging (Windows): InternalUtils.SafeCopyFile: SafeCopyFile C:\UnrealEngine\Templates\BlueprintExamples\Saved\StagedBuilds\WindowsNoEditor\Engine\Content\Localization\icudt51l.dat D:\VIRTUAL SHOWROOM 4.2\WindowsNoEditor\Engine\Content\Localization\icudt51l.dat MainFrameActions: Packaging (Windows): InternalUtils.SafeCopyFile: SafeCopyFile C:\UnrealEngine\Templates\BlueprintExamples\Saved\StagedBuilds\WindowsNoEditor\Engine\Content\Localization\icudt53l.dat D:\VIRTUAL SHOWROOM 4.2\WindowsNoEditor\Engine\Content\Localization\icudt53l.dat MainFrameActions: Packaging (Windows): InternalUtils.SafeFileExists: SafeFileExists C:\UnrealEngine\Templates\BlueprintExamples\BlueprintExamples.uproject=True MainFrameActions: Packaging (Windows): InternalUtils.SafeFileExists: SafeFileExists C:\UnrealEngine\Templates\BlueprintExamples\BlueprintExamples.uproject=True MainFrameActions: Packaging (Windows): Automation.Execute: BUILD SUCCESSFUL MainFrameActions: Packaging (Windows): Automation.Execute: Script execution successful, exiting. MainFrameActions: Packaging (Windows): ProcessManager.KillAll: Trying to kill 0 spawned processes. MainFrameActions: Packaging (Windows): Program.Main: AutomationTool exiting with ExitCode=0 MainFrameActions: Packaging (Windows): Domain_ProcessExit MainFrameActions: Packaging (Windows): ProcessManager.KillAll: Trying to kill 0 spawned processes. MainFrameActions: Packaging (Windows): AutomationToolLauncher exiting with ExitCode=0

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answered Oct 24 '14 at 08:04 AM

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Michsaporito
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For me Unreal Engine 4.5.0 has a bug..

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answered Oct 24 '14 at 08:04 AM

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Michsaporito
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avatar image zerofiftyone Oct 24 '14 at 09:25 AM

Hey there, when you make a post, you should add it as a comment instead of an answer if you're not trying to provide an answer the main question.

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I think I fixed it!

  1. Open your project in Unreal

  2. Go to your content folder

  3. Try to delete all .uasset files in it

  4. Skip all the files it can't delete

This worked for me. Really hope it works for you!

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answered Nov 24 '14 at 01:20 AM

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AndrewTaboada
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avatar image [Epic] Gribbs ♦♦ STAFF Dec 02 '14 at 03:52 PM

Hey zerofiftyone and AndrewTaboada,

@Andrew: Thank you for posting how you fixed this issue. This could be very beneficial for anyone seeing a similar issue

@zero: Has this information helped you fixed the error that you have been seeing. Please be sure to let me know if it has or has not so I can make help further with this issue.

Thanks to you both and have a great day!

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