Error: RunUAT.bat ERROR: AutomationTool was unable to run successfully. Cannot build

Hi, I’m not able to build my project anymore because of this error. Surfing on google i only found this solution:
"“Switch the configuration of UE4.sln from “Development Editor” to “Development””

But i only have “development” and “shipping” options to select.

Here a full log file if you need it. http://we.tl/6SIOC69COj
Please help.

Hey noblex-

There are a few questions that will give us a bit more information for your problem. Is your project built from binaries or the source version of the engine? Did you update the engine version associated with the project? Do you receive the same error when compiling a new project? Also, let us know what you were doing the first time this error occurred.

Cheers

Hi again, as I wrote here Error: RunUAT.bat ERROR: AutomationTool was unable to run successfully. Cannot build. - Feedback & Requests - Epic Developer Community Forums

Hi Sean Gribbin, I try to answer you in order:

  1. I posted this question on the AnswerHUB as well, here’s the link https://answers.unrealengine.com/que...unable-to.html I have no answer yet.
  2. Additional information…I tryed to compile on my working notebook wich is an MSI GS70, equipped with an i7-4710HQ, 8GB of RAM, and a GTX860m as well as my private desktop which is equipped with an i7-920, 12GB of RAM and a GTX770. I failed the build on both system. I built with no problem many times to test my project and always used the binary version of UE4. I am currently also with the latest update 4.7.3.
    I’ve just tryied now to create a new project with starter content, put a couple of base shapes into the scene and built, i didn’t receive errors (some warning, but i guess they are due to not having setted up any configuration)

Also, the error started to appear while i was working with the UMG. In my algorithm, UMG communicate with gamemode, player character and save state.

UPDATE: I just found out I have the same problem also when compiling a BLANK project with nothing inside it

Hey noblex-

Reading through the forum thread you linked I just want to clarify if this is happening when compiling code for the project or when packaging the project for Windows or to a device? Additionally, if you only see Development and Shipping as your build configuration options have you tried switching between the two and compiling the code?

Update-2: I unistalled everything (UE4, ecc) and reisntall with a clean installation. Still can’t build a blank project. Same RunUAT problem.

Just so I know I’m understanding you correctly, when you say you can’t build a blank project you’re referring to creating a new project from the Create Project window, correct? Let me know if you are able to create a blueprint project?

Hi, I was meaning I created a blank blueprint project and packaged for android.
Can’t cook/package also for windows.
The strange thing is that i built and packaged hundreds of times in this months of development without any problem. Also I perform a clean installation of UE4 (from binary) and (from the exe in 4.7/extras/Android)

Hey noblex,

Thank you for providing all the additional information. I just have a couple more question on this issue that you have been seeing. If you attempt to package your project for windows, are you seeing the same errors? Is your project a blueprint project or a C++? And would you be using a source build of UE4 or Binary?

Thanks!

Hi. I created a blank Blueprint project and failed packaging for android. Can’t cook/package also for windows. The strange thing is that i built and packaged hundreds of times in this months of development without any problem. Also I perform a clean installation of UE4 (from binary) and (from the exe in 4.7/extras/Android)

Would you be able to attach the logs from the blank template project as well?

This will help to compare the errors between the 2 projects.

Thanks!

Sure, blank blueprint project. Created and compiled. No further actions.
http://we.tl/JYnIwebua7

Bump
Help me

Howdy Noblex,

Would you be able to test this issue on the new 4.7.4 version of UE4? If you get the same errors, Would you post the logs from that build as well? I would like to compare them to previous builds.

Thanks!

Howdy Noblex,

Just wanted to check in with you and see if this issue was still occurring for you. If the build is still failing, would you be able to provide the logs from the 4.7.4 version of UE4 so that I may be able to compare them to your previous build logs?

Thanks!

Hi, I just update. Still having the problem with my project
http://we.tl/9v7o6A0WO0

I’ll now try with a blank BP project

Hey Noblex,

Thank you for providing the logs from your most recent build. Have you tried deleting the Intermediate, Build, and Saved folders from within your project? This may help to clear up any errors. (i would open a copy of your project to test this issue before doing it to your main project)

Also, be sure to let me know how packaging the template project goes.

Thanks!

Good day.
I deleted Intermediate, saved and build folders from the project folder, opened the project with new Unreal 4.7.5 and re-set in project settings the correct values: development built, only Android platform available and so on.
Tryied to package (clear package) and still failed, same error, here another log.

Also, i failed the built of a blanck bp project without starter content or anything. Here’s the log

What is the current version of your SDK build tools?

I am seeing an error in your log files saying that the SDK Build tools revision is currently too low for your project. Would you be able to update your SDK Build tools to test packaging further? It shows that you are on 19.0.1 and it needs to be on 19.1 of higher.

You can find newer revisions here: SDK Build Tools release notes  |  Android Developers.

Be sure to let me know if this does not help you with your issue.

Thanks!