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[4.7.5] Project Launch/Package failed - RunUAT.bat ERROR

Okay, I need to get to the bottom of this error. A few days ago, I was using 4.7.3 and realised my project was unable to launch or package for Windows 7. From seeing the Log files, the error was that RunUAT.bat could not be located.

 Running AutomationTool...
 RunUAT.bat ERROR: The batch file does not appear to be located in the /Engine/Build/BatchFiles directory.  This script must be run from within that directory.
 BUILD FAILED
 The system cannot find the batch label specified - EOF
 

I googled this error to find a number of answers said to open UE4.sln in visual studio and change 'Development editor' to 'Development' and re-build. This was confusing to me as I have only used Blueprint projects in the engine downloaded from the launcher, I had never touched visual studio or the source code from Github. After a few hours of messing around trying to get the source code working, I generate UE4.sln, change to 'development', click build/rebuild and to my luck I get 'build failed' in visual studio

Since then there have been two hotfix updates and we are now on 4.7.5.yet no changes, still cant package my game.

So today, I installed UE4 on a different PC (and one of my university computers) and WHAT? Using different PC's different versions,and even in a completely blank file, I always get this error and am unable to launch or package any project from on any PC.

Please let me know if anyone can help, my university deadlines are approaching and I need to get this game packaged for windows!

Product Version: Not Selected
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asked Apr 09 '15 at 05:55 PM in Packaging & Deployment

avatar image

alexholmesl93
21 1 3 6

avatar image wittlief ♦♦ STAFF Apr 09 '15 at 06:14 PM

Hi alexholmesI93,

Can you attach the entire output log of a failed build to this thread at a txt file? Also, have you been able to package anything ever, like one of the sample projects in the Learn tab of the launcher?

Thanks!

avatar image alexholmesl93 Apr 09 '15 at 06:37 PM

Output Log - After Failed Build to Windows

Project/Saved/Logs/project.log

Here are two logs, not sure which one is best.

Yes, I have managed to package this project before, Whilst using 4.5 or .6, a month or two ago.

Thanks for your help!

avatar image wittlief ♦♦ STAFF Apr 09 '15 at 07:30 PM

Hi alexholmesI93,

Looking through your output logs, I'm seeing this persistent error:

LogPhysics:Warning: PHYSX: ....\PhysXExtensions\src\ExtRigidBodyExt.cpp (283) 4 : PxRigidBodyExt::updateMassAndInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1) LogPhysics:Warning: PHYSX: ....\PhysXExtensions\src\ExtRigidBodyExt.cpp (234) 4 : computeMassAndInertia: Dynamic actor with illegal collision shapes

Here is an AnswerHub thread wherein a user was having the same error occur, and one of my colleagues was able to walk them through the issue. Can you have a look and see if your issue might be related?

If that doesn't help, can you use these instructions to locate your crash logs and post here?

Thanks very much!

avatar image alexholmesl93 Apr 09 '15 at 09:02 PM

Okay, I see that.Though the problem you posted does not resemble my issue. I did recently put a physics object in my scene, but I removed it before that last build log, is there any other way I can find out which asset might be causing the problem?

As for the crash logs, this current issue does not crash UE, so there are no recent crash logs, are there any other files I can get you that might help?

avatar image wittlief ♦♦ STAFF Apr 10 '15 at 07:49 PM

sorry, not sure where I got crash. ignore that :D

Ok, if you've deleted that potentially problematic asset but are still seeing the errors, try this.

Delete the saved, binary and intermediate files from your project and restarting your machine. Sometimes a removed asset lingers and causes build failures. If that fails, try deleting those again, along with the DDC folder from your project, along with the DDC folder from your editor, and restart again.

This will cause the new package to be quite slow (comparatively) as the shaders have to recompile, but hang in there.

Lemme know how it turns out!

avatar image alexholmesl93 Apr 10 '15 at 09:50 PM

thanks for the reply, I tried your suggestion, but it's still not working, and I have even started removing other possible assets, and tried again. ( I deleted the DDC, from editor, I didn't see one in my project directory. )

Also, just noted that the physics error, only appears when I press play, it doesn't appear when I package or launch.

  LogPhysics:Warning: PHYSX: ....\PhysXExtensions\src\ExtRigidBodyExt.cpp (283) 4 : PxRigidBodyExt::updateMassAndInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1) LogPhysics:Warning: PHYSX: ....\PhysXExtensions\src\ExtRigidBodyExt.cpp (234) 4 : computeMassAndInertia: Dynamic actor with illegal collision shapes

But the RunUAT.bat error, is the only thing that appears in the Output log, when I try to package/launch.

MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool... MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: The batch file does not appear to be located in the /Engine/Build/BatchFiles directory. This script must be run from within that directory. MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED MainFrameActions: Packaging (Windows (64-bit)): The system cannot find the batch label specified - EOF

What still confuses me is that blank projects don't package/launch either (and even of different computers), if this happens how could it be a broken asset?

avatar image alexholmesl93 Apr 12 '15 at 10:29 AM

Okay, I have now followed every solution I can find online, I have reduced my project down to its bare bones, and still not been able to remove the LogPhysics:Warning, or get past the RunUAT.bat error.

I can't start my project again as that won't package or launch either.

Please, I really need some new solutions here, my university dissertation is due in under 2 weeks, so if I can't fix this by the end of this week the last 7 months have been for nothing.

I have attached logs that have been requested in similar questions. 4.6 and 4.7 cook.txt logs and the project logs from my current and a newly created project.

Please get back ASAP, I can provide any files you need, I will even give a googledrive link for my actual project it would help!

Current Project Log

New Project Log

4.7 Cook log

4.6 Cook log

47cook.txt (1.5 MB)
46cook.txt (1.0 MB)
avatar image wittlief ♦♦ STAFF Apr 13 '15 at 05:32 PM

Hi alexholmesI93,

Have you ever been able to package your project for Windows 64 at any point? if not, can you package one of the example game projects from the Learn tab of the Launcher (maybe say, Platformer Game) and see if it succeeds? If it fails can you attach the logs? Thanks!

avatar image wittlief ♦♦ STAFF Apr 13 '15 at 06:20 PM

Also, are you building for shipping or distribution?

avatar image alexholmesl93 Apr 13 '15 at 09:11 PM

I have been able to package this project previously. And I am still unable to package any projects, including the platformer game. Platformer Game Output Log

I have tried using both Shipping and Distribution, but it is set to distribution as default.

avatar image joshbadams STAFF Apr 13 '15 at 07:09 PM

Hey, can you go into your RunUAT.bat (should be in Engine/Build/BatchFiles, although it seems to think it isn't) and change this:

echo RunUAT.bat ERROR: The batch file does not appear to be located in the /Engine/Build/BatchFiles directory. This script must be run from within that directory.

to this:

echo RunUAT.bat ERROR: The batch file does not appear to be located in the /Engine/Build/BatchFiles directory. This script must be run from within that directory. It was run as %0

And see what the error says.

avatar image alexholmesl93 Apr 13 '15 at 09:07 PM

I edited RunUAT.bat in in Notepad++, and saved over, is this a correct method? RunUAT.bat Edit

It didn't change the package error log in any way as far as I can see.

runuat_edit.jpg (452.1 kB)
avatar image joshbadams STAFF Apr 21 '15 at 07:22 PM

Sorry for the delay, I was out of town.

Your log did change (that you posted above as "platformerdemo_outputlog.txt (9.2 kB)") and it shows that everything looks okay :(

Can you remove the @echo off line at the top of RunUAT.bat, we should be able to see more useful info form that.

avatar image wittlief ♦♦ STAFF Apr 27 '15 at 07:27 PM

Hi alexholmesI93,

Are you still seeing this issue, and if so are you able to get the logs that Josh Adams has requested?

avatar image alexholmesl93 Apr 28 '15 at 12:21 PM

I am still seeing the issue, I followed Josh Adams instructions to remove the '@echo off' line from RunUAT.bat file. and this is now the output log from the platformer game.

Platformer- new output log

avatar image joshbadams STAFF May 04 '15 at 09:52 PM

That log indicates that the batch file is running from the wrong place. I am super confused by it. The directory shown in the log is the root of the engine. I wonder if the location of your project is being strange. Can you move your project to like D:\ or something like that? Hoping that on another drive, it won't try to use ..............\Users\Projects.... blah

avatar image wittlief ♦♦ STAFF May 11 '15 at 05:27 PM

Hi alexholmesI93,

Were you able to try the fix above that Josh Adams suggested?

Thanks!

avatar image alexholmesl93 May 12 '15 at 11:27 AM

Yes, I just tried launching the project from a USB drive, I didn't seem to get the same RunUAT.bat error when packaging, but it still failed.

Project log 1 Project Log 2

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4 answers: sort voted first

I believe that most failures of runAUT.bat ERROR: Automation Tool could not be run properly or something. I have possible solutions for you. - Use Visual Studio 2013 to change Development editor to development and make sure every file/Asset in your game is compiled and fully build through Visual Studio 2013

  • goto settings>projectsettings>maps&Modes> and maybe you did something wrong there. (UE4 editor)

  • Re-do all the blueprints / event maker codes , Make sure they are compiled

  • You might be missing very important files that the package could be a fail. The AutomationTool.exe has always been giving the same errors, this is due to missing files. You can try ask the Devs about this.

That is all the possible solutions. Btw showing the log output will be helpfull in some short ways.

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answered Aug 11 '15 at 10:39 AM

avatar image

Web Master
16 4 6 8

avatar image tahmidk15 Jul 27 '16 at 02:32 PM

Same error on 4.12.5, didn't ran UE4 for 1 week, after opening, the stupid "batch files located at wrong location" is poping up on build. Nothing to do with project files, or location, tried to verify engine, all ok.

Problem is on packaging , WTF epic, you guys actually bunch of [redacted], trying to sell unstable engine and making profit out of it, Bug fixes my butt, after 10 engine revision there are still too many bugs which frustrates everyone.

avatar image Matthew J Jul 27 '16 at 02:35 PM

Hello tahmidk15,

Please refrain from using vulgar language on the Answerhub. As for the issue you're experiencing, I've recently responded to your post to ask for more information. Please refer to that post for further assistance.

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I'm also having this exact same issue, that he has described (Running 4.5.7) All that stuff, and i've also tryed what everyone else suggests, there must be something else to help solve this problem.

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answered Apr 11 '15 at 02:50 AM

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caelanim8ter
48 8 15 16

avatar image alexholmesl93 Apr 11 '15 at 07:39 AM

ah, its a pain right?! Do you know if you get the error in [4.7.5] as well? I dunno if thats what you meant? I will let you know if we get to a solution!

avatar image caelanim8ter Apr 11 '15 at 04:22 PM

sorry i typed that wrong, 4.7.5, yes same engine,and thank you, means a lot to my project....Also from what i heard is that, I'm using blueprints only ....No visual studio at all. What i read is that you will need visual studio to package a game? I don't know if you installed it, but it could be a solution. Though i have packaged certain project before without visual studio, maybe installing it is a solution.

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Open [Engine Install Location]\4.7\Engine\Build\BatchFiles.

Do you have RunUAT.bat in there?

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answered Apr 11 '15 at 07:12 AM

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mos
21 2

avatar image alexholmesl93 Apr 11 '15 at 07:46 AM

Thanks for your reply, It definitely used to be! But last night I re-installed the Engine, and now I went back to check, the whole 'Build' folder is missing, I am going to try un-installing again, cleaning up old files, then try to install the launcher from the Github- Source code. I will reply if I can get the 'Build' folder back.

avatar image alexholmesl93 Apr 11 '15 at 10:50 AM

Re-Installed - RunUAT.bat is there, but still getting the same error, saying that it isn't there.

avatar image mos Apr 11 '15 at 03:11 PM

Can you attach the new output log?

avatar image wittlief ♦♦ STAFF Apr 16 '15 at 03:45 PM

Hi alexholmesI93,

Can you attach then latest output log for your failed build? Thanks!

avatar image alexholmesl93 Apr 16 '15 at 09:42 PM

I have posted my latest output logs already in a previous post. The project has not changed and it still will not package.

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Hi alexholmesI93,

Sorry for the late response. Do you have another drive on your computer to try? I am not 100% sure that a USB drive will work correctly.

At the same time, what you can try is deleting the same stuff as above from your project, restarting, copying your project and opening same in the newest of the 4.8 previews? We've had a number of fixes make it into the previews, so we can see if your issue has possibly been fixed in the interim. Be sure to make a copy, do not convert in place.

Thanks!

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answered May 28 '15 at 02:32 PM

avatar image wittlief ♦♦ STAFF Jun 02 '15 at 03:55 PM

Hi alexholmesI93,

We haven't heard from you in a few days so I'm going to close this out as resolved. If you try the above and you're still seeing the project build failure, please respond here and we'll reopen the issue.

Thanks!

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