Error compiling current github master as of CL 234164

I get this from VS2013, which doesn’t tell me much:

1>------ Build started: Project: UE4, Configuration: Development_Editor x64 ------

1> Building UnrealHeaderTool…

1> Target is up to date.

1> Parsing headers for UE4Editor

1>Error : Failed to generate code for UE4Editor - error code: CrashOrAssert (3)

1> UnrealHeaderTool failed for target ‘UE4Editor’ (platform: Win64, module info: C:\UnrealEngine\master\Engine\Intermediate\Build\Win64\UE4Editor\Development\UnrealHeaderTool.manifest).

1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073: The command “…\Build\BatchFiles\Build.bat UE4Editor Win64 Development” exited with code -1.

========== Build: 0 succeeded, 1 failed, 1 up-to-date, 0 skipped ==========

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I tried regenerating project files, but nothing changed; erasing Engine/Intermediate folder as well.

Nothing has changed on my end, I was able to compile 4.5.1 just fine, but master stopped working since late last week (Friday, October 24, 2014).

To answer my own question, and this applies to all three platforms (WIN, OSX, LNX), reason for this error is that a folder is missing from the Required files for the latest master causing the compile to fail. You will not be able to compile the Editor without it I’m afraid.

Engine/Content/Internationalization is required, but because it’s missing, UHT crashes not finding I18N files, causing UBT to return -1.

This cryptic message, and return code, is really not helpful and I hope someone at Epic takes a look and decides to make it more verbose.

It seems I having the same error message when trying to build. Where can I find this "Internationalization " folder?

Starting with 4.6 (as well as the master) the previous required zip files are no longer shown along with the source zip. After downloading and extracting the source zip file to your computer you’ll want to run the Setup.bat which includes the required files. After that runs you need to then run the GeneratedProjectFiles.bat to create the Visual Studios .sln file. You then only need to open and build the .sln file to build the engine.

Cheers

To answer my own question, the “Internationalization” folder now seems to come with the dependencies when running the “setup” script. More information on that page.