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: MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool...MainF - Pastebin.com
I would be grateful for any suggestions. Thanks for your time,
Ben
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
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…
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
For me Unreal Engine 4.5.0 has a bug…
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.
Redsett
(Redsett)
October 27, 2014, 6:58am
8
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.
I tried with new enigne 4.5.1…still the same… Nothing…
Exactly the same error for me, the last build that could package was UE4.4.3
spacedandy
(Gonzalo Delfino)
November 7, 2014, 3:32pm
11
same as everyone else with this error
MrFred
(MrFred)
November 12, 2014, 10:40pm
12
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
Here’s a paste of everything in the Output Log after attempting to package:
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.
MrFred
(MrFred)
November 13, 2014, 11:08pm
14
Hi that log references this path
C:\Program Files\Unreal Engine 4.5\Cook.txt
Would you mind uploading that also.
Thanks
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: Cooking fails on Package/Launch. No Cook.txt file generated - Platform & Builds - Unreal Engine Forums
MrFred
(MrFred)
November 14, 2014, 4:06pm
16
:(.
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
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!
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.
I think I fixed it!
Open your project in Unreal
Go to your content folder
Try to delete all .uasset files in it
Skip all the files it can’t delete
This worked for me. Really hope it works for you!
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!