AutomationTool - ExitCode=25 on Mac @ iOS packaging

Hello,

currently trying to prepare a project for iOS - it’s been developed on Windows, and now transferred on a MacBook. Both are running the same engine (4.8.2), and have the same source code from a git repository. On the Windows PC, it builds fine for Android, but the iOS build on the mac gives some strange error messages:

MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.07:341][  0]LogMac: FPlatformMisc::RequestExit(0)
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.07:341][  0]LogMac: FPlatformMisc::RequestExit(0)
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.07:352][  0]LogExit: Preparing to exit.
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.07:352][  0]LogExit: Preparing to exit.
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.07:356][  0]LogExit: Exiting.
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.07:356][  0]LogExit: Exiting.
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.12:618][  0]LogMac: FPlatformMisc::RequestExit(0)
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.12:631][  0]LogExit: Preparing to exit.
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.12:635][  0]LogExit: Exiting.
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.12:663][  0]LogMac: FPlatformMisc::RequestExit(0)
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.12:675][  0]LogExit: Preparing to exit.
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.12:679][  0]LogExit: Exiting.
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.13:565][  0]LogMac: FPlatformMisc::RequestExit(0)
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.13:578][  0]LogExit: Preparing to exit.
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.13:581][  0]LogExit: Exiting.
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.14:561][  0]LogMac: FPlatformMisc::RequestExit(0)
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.14:573][  0]LogExit: Preparing to exit.
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.14:577][  0]LogExit: Exiting.
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.15:188][  0]LogMac: FPlatformMisc::RequestExit(0)
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.15:200][  0]LogExit: Preparing to exit.
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.15:204][  0]LogExit: Exiting.
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.18:232][  0]LogMac: FPlatformMisc::RequestExit(0)
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.18:245][  0]LogExit: Preparing to exit.
MainFrameActions: Packaging (iOS): UE4Editor-Mac-Debug: [2015.07.30-21.10.18:250][  0]LogExit: Exiting.
MainFrameActions: Packaging (iOS): CommandUtils.Run: Run: Took 88,910222s to run UE4Editor-Mac-Debug, ExitCode=138
MainFrameActions: Packaging (iOS): InternalUtils.SafeCopyFile: SafeCopyFile /Users/MacUser/Documents/UnrealEngine/Engine/Programs/AutomationTool/Saved/Cook.txt /Users/MacUser/Library//Unreal Engine/LocalBuildLogs/Cook.5.txt
MainFrameActions: Packaging (iOS): InternalUtils.SafeDeleteFile: SafeDeleteFile /Users/MacUser/Documents/UnrealEngine/Engine/Programs/AutomationTool/Saved/Cook.txt
MainFrameActions: Packaging (iOS): Project.Cook: Cook failed. Deleting cooked data.
MainFrameActions: Packaging (iOS): ErrorReporter.Error: ERROR: AutomationTool error: Cook failed.
MainFrameActions: Packaging (iOS): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (iOS): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (iOS): Program.Main: ERROR: Exception in AutomationTool: BUILD FAILED: Failed while running Cook for /Users/MacUser/Documents/Unreal Projects/MyRunner/MyRunners.uproject; see log /Users/MacUser/Library//Unreal Engine/LocalBuildLogs/Cook.5.txt
MainFrameActions: Packaging (iOS): Stacktrace:   at AutomationTool.CommandUtils.RunCommandlet (System.String ProjectName, System.String UE4Exe, System.String Commandlet, System.String Parameters) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (iOS):   at AutomationTool.CommandUtils.CookCommandlet (System.String ProjectName, System.String UE4Exe, System.String[] Maps, System.String[] Dirs, System.String InternationalizationPreset, System.String[] Cultures, System.String TargetPlatform, System.String Parameters) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (iOS):   at Project.Cook (AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (iOS): Program.Main: ERROR: BUILD FAILED: Failed while running Cook for /Users/MacUser/Documents/Unreal Projects/MyRunner/MyRunners.uproject; see log /Users/MacUser/Library//Unreal Engine/LocalBuildLogs/Cook.5.txt
MainFrameActions: Packaging (iOS): Program.Main: AutomationTool exiting with ExitCode=25
MainFrameActions: Packaging (iOS): Domain_ProcessExit
MainFrameActions: Packaging (iOS): RunUAT ERROR: AutomationTool was unable to run successfully.

I am not that experienced with the Unreal Engine, so maybe some of you encountered an error like this or know how to handle it appropriately - if so, I’d be more than thankful for advices…

The Cook.5.txt ends with…

...
String Asset Refernece '/Engine/EngineMaterials/DefaultWhiteGrid.DefaultWhiteGrid'
   Resolved to '....DefaultWhiteGrid'
String Asset Reference '/Game/Blueprints/BP_GameInstance.BP_GameInstance_C'
  • as soon as it touches a blueprint, it ends - no more error messages, no , nothing…

Did anyone experience something like this? I can’t find a solution to this problem, no matter how deep I dive into the or UE Answerhub pages… Thank you very much in advance.

The MacBook is running on 10.10 Yosemite.

Hey sntflw,

Could you please provide me the full error attached to your next reply? I want to also make sure that I understand you received the Unreal Engine from GitHub, so you built the engine for iOS development, shipping and debug in XCode? If not, you’ll need to do that, XCode is the same thing as what Visual Studio is for Windows.

Looking forward to hearing back from you, thanks! :slight_smile:

I’m seeing a similar problem cooking a project for Mac OS X - the project cooks and packages fine on Windows and Linux, but on OS X it dies with UE4Editor ExitCode=138 without any apparent error in the . Attached: [link text][1]

Snipped from end:

CommandUtils.Run: Run: Took 1059.256694s to run UE4Editor, ExitCode=138
...
ErrorReporter.Error: ERROR: AutomationTool error: Cook failed.
BuildCommand.Execute: ERROR: BUILD FAILED
Program.Main: ERROR: AutomationTool terminated with exception:
...
RunUAT ERROR: AutomationTool was unable to run successfully.
Error 25: RunUAT

54829-log.txt (2.3 MB)

A little more info - I get the following crash information from OS X’s built-in crash reporting tool when this crash happens. The problem might be in FTextFormatHelper::Format() or the function calling it.

The last call stack frames:

0   UE4Editor-Core.dylib                0x000000010d79cb14 FTextFormatHelper::Format(FText const&, int, TBaseDelegate<FFormatArgumentValue const*, FString const&, int>, TSharedPtr<FTextHistory, (ESPMode)1> const&, bool, bool) + 20
1   UE4Editor-Core.dylib                0x000000010d74ed1f FText::FormatInternal(FText const&, TArray<FFormatArgumentValue, FDefaultAllocator> const&, bool, bool) + 687
2   UE4Editor-Core.dylib                0x000000010d74d30c FText::Format(FText const&, FText const&) + 108
3   UE4Editor-CoreUObject.dylib         0x000000010e03a5f3 FLinkerLoad::VerifyImportInner(int, FString&) + 803 (Linker.h:1403)\

Full crash report attacked: [link text][1]

54917-crash.txt (168 KB)

Another piece of data: the cook and package succeeds about 1 out of every 15 runs, but fails in this exact same place with the same error the other 14 times.

So I cherry-picked various fixed from Github master branch (which includes 4.9 and 4.10 changes), and this change seems to have fixed the crash for me:

https://github.com/EpicGames/UnrealEngine/commit/7278d38ac9e409bb802859a41cfe9b4f13f59079

Merging increased stack sizes on Mac
[CL 2592185 by  Trepka in Main branch]