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RunUAT.bat ERROR: AutomationTool was unable to run successfully.

Hi, I've been trying to package my project for some days with no luck.

First I got the "RunUAT.bat ERROR: AutomationTool was unable to run successfully." which I thought was caused by some problems with the C++ code. I only had a test blueprint class that I was not using in the game and I think was not compiling, so I deleted it.

Now I'm getting the same error, but the console is showing before this:

 Program.Main: Command failed (Result:2): C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\UnrealBuildTool.exe UCvideogame Win32 Shipping -clean "C:\Users\user\X\X\videogame\videogame.uproject"  -nobuilduht -rocket -NoHotReloadFromIDE. See logfile for details: 'UnrealBuildTool.txt' 
 
 ProcessManager.KillAll: Trying to kill 0 spawned processes.
 
 Program.Main: AutomationTool exiting with ExitCode=2

The UnrealBuildTool log shows this error:

 ERROR: System.IO.IOException: Acceso denegado a la ruta de acceso 'C:/Users/user/X/X/videogame/Intermediate/Build/Win32/videogame/Inc/videogame/'.

(Acceso denegado a la ruta de acceso = Access denied to the access path)

I'm attaching the 2 logs. link text link text

Thank you in advance

Product Version: Not Selected
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uat_log.txt (38.1 kB)
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asked May 10 '15 at 04:44 PM in Packaging & Deployment

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JDcongote
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Hey JDcongote,

Thank you for taking the time to report this issue, and we appreciate your patience while awaiting a response. In order to assist you in an effective manner, we would like to see if you are still experiencing the issue you are reporting in engine version 4.9.2?

Have you received this message since reporting this issue?

If so, would you mind providing some simple steps, screenshots, or any other relevant pieces of information to help us reproduce the issue on our end?

Please do not hesitate to ask questions or post any new comments.

Thanks,

Andrew Hurley

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answered Oct 11 '15 at 07:24 PM

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