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BUILD FAILED: Failed while running Cook (Blueprint only project)

Hey folks. I'm posting about a problem I've been getting when trying to build one of my projects. I've been getting the following error when trying to build my project: "RunUAT.bat ERROR: AutomationTool was unable to run successfully."

I've previously experienced (and subsequently solved) this problem in another of my projects, but none of the solutions I tried previously appear to be working here.

I'm currently using 4.6.1 (from launcher) and my project is BP only.

Things I have tried:

  • Examining the Cook.txt for clues (phrases such as "Fatal Issue(s)" "or "Compile of [Blueprint] failed" are useful indicators)

  • Reinstalled Visual studio (my project is BP only, but tried anyway)

  • Reinstalled Unreal 4.6.1

  • Installed and attempted to build with the latest preview build (4.7 preview 3)

  • Followed the suggestions from Nemecys on this thread (Creating a blank project and repopulating the assets and blueprints bit by bit)

  • Set the parameters in "Maps & Modes" as outlined in several threads such as this one

  • Disconnecting from Perforce and setting read-only mode to off on project files.

I've attached a copy of my Cook.txt and UAT_Log.txt:

Thanks for reading, any help is appreciated.

Ben

[3]: /storage/temp/27044-uat_log.txt

[4]: /storage/temp/27043-cook.txt

Product Version: Not Selected
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cook.txt (141.0 kB)
uat_log.txt (188.6 kB)
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asked Jan 18 '15 at 02:29 AM in Packaging & Deployment

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zerofiftyone
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avatar image mxnko Mar 22 '15 at 07:35 PM

Did you ever resolve this problem?

avatar image zerofiftyone Mar 23 '15 at 01:03 AM

Yeah I did resolve it in the end. If I recall, the problem was with a Blueprint Macro Library. Could never figure out what was the matter with it exactly, but removing it fixed the issue for me.

I figured this out by following a suggestion I read somewhere:

(Back up your project file before trying this)

Open the project in the editor. Then open up your Content folder in Explorer. Select everything in the folder and subfolders and press "Delete". When it prompts you that files are in use, click Cancel. What this does is deletes all of the files which aren't currently being used by the editor, leaving everything else intact. It's a pretty blunt approach, but having tried everything else over the course of several months I was a little bit desparate so I gave it a go.

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1 answer: sort voted first

I resolved it in the end. If I recall, the problem was with a Blueprint Macro Library. Could never figure out what was the matter with it exactly, but removing it fixed the issue for me.

I figured this out by following a suggestion I read somewhere:

(Back up your project file before trying this)

Open the project in the editor. Then open up your Content folder in Explorer. Select everything in the folder and subfolders and press "Delete". When it prompts you that files are in use, click Cancel. What this does is deletes all of the files which aren't currently being used by the editor, leaving everything else intact. It's a pretty blunt approach, but having tried everything else over the course of several months I was a little bit desparate so I gave it a go.

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answered Mar 23 '15 at 01:04 AM

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zerofiftyone
204 26 28 93

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