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Cannot Package Game Getting odd error...

Not quite sure whats wrong... Its not even giving me a Visual Studio line that was wrong and well my visual studio compiles just fine no errors at all. Im running the UnrealFront End btw!

Running AutomationTool... Program.Main: CWD=D:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET Automation.ParseCommandLine: Parsing command line: BuildCookRun -project=D:/Users/dark5/Documents/Unreal Projects/darkstorm/darkstorm.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -rocket -utf8output -platform=Win64 -targetplatform=Win64 -build -cook -map=MainMenu_Level+Insertion_Room+Insertion_Room_Audio+Insertion_Room_MasterAudio+VR_01+VR_02+VR_03+VR_Encounters+VR_Hub+VR_Master+VR_StealthTraining+VR_Tutorial+VR_WeaponsTraining+VR_WorldOutline -unversionedcookedcontent -compressed -stage -deploy -cmdline=MainMenu_Level -Messaging -device=Windows@DARK-AWESOME -addcmdline=-SessionId=2482BF7C46C7E5A85303EE9DCB29D89F -SessionOwner=dark5 -SessionName='Dark Storm VR Missions' -run -nokill Automation.Process: IsBuildMachine=False Automation.Process: ShouldKillProcesses=False Automation.Process: Setting up command environment. CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=D:/Program Files/Epic Games/4.9/Engine/Programs/AutomationTool/Saved CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(D:/Program Files/Epic Games/4.9/Engine/Programs/AutomationTool/Saved/Logs) WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables. WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013 WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\ WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools....\VC\bin\x86_amd64\vcvarsx86_amd64.bat. CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\Windows\Microsoft.NET\Framework\ CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319 WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\Windows\Microsoft.NET\Framework\ WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319 ProjectUtils.CleanupFolders: Cleaning up project rules folder CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(D:\Program Files\Epic Games\4.9\Engine\Programs\AutomationTool\Saved\Rules) Automation.Process: Compiling scripts. ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s). BuildCookRun.SetupParams: Setting up ProjectParams for D:\Users\dark5\Documents\Unreal Projects\darkstorm\darkstorm.uproject ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: D:\Program Files\Epic Games\4.9\Engine\Programs\AutomationTool\Saved\Rules\UATRules-659883056.dll ProjectParams.ValidateAndLog: Project Params ProjectParams.ValidateAndLog: AdditionalServerMapParams= ProjectParams.ValidateAndLog: Archive=False ProjectParams.ValidateAndLog: ArchiveMetaData=False ProjectParams.ValidateAndLog: CreateAppBundle=True ProjectParams.ValidateAndLog: BaseArchiveDirectory=D:\Users\dark5\Documents\Unreal Projects\darkstorm\ArchivedBuilds ProjectParams.ValidateAndLog: BaseStageDirectory=D:\Users\dark5\Documents\Unreal Projects\darkstorm\Saved\StagedBuilds ProjectParams.ValidateAndLog: Build=True ProjectParams.ValidateAndLog: Cook=True ProjectParams.ValidateAndLog: Clean= ProjectParams.ValidateAndLog: Client=False ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development ProjectParams.ValidateAndLog: ClientCookedTargets=darkstorm ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64 ProjectParams.ValidateAndLog: Compressed=True ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False ProjectParams.ValidateAndLog: CookFlavor= ProjectParams.ValidateAndLog: CookOnTheFly=False ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False ProjectParams.ValidateAndLog: UnversionedCookedContent=True ProjectParams.ValidateAndLog: SkipCookingEditorContent=False ProjectParams.ValidateAndLog: NumCookersToSpawn=0 ProjectParams.ValidateAndLog: GeneratePatch=False ProjectParams.ValidateAndLog: CreateReleaseVersion= ProjectParams.ValidateAndLog: BasedOnReleaseVersion= ProjectParams.ValidateAndLog: DLCName= ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False ProjectParams.ValidateAndLog: AdditionalCookerOptions= ProjectParams.ValidateAndLog: DedicatedServer=False ProjectParams.ValidateAndLog: DirectoriesToCook= ProjectParams.ValidateAndLog: CulturesToCook= ProjectParams.ValidateAndLog: EditorTargets= ProjectParams.ValidateAndLog: Foreign=False ProjectParams.ValidateAndLog: IsCodeBasedProject=True ProjectParams.ValidateAndLog: IsProgramTarget=False ProjectParams.ValidateAndLog: IterativeCooking=False ProjectParams.ValidateAndLog: CookAll=False ProjectParams.ValidateAndLog: CookMapsOnly=False ProjectParams.ValidateAndLog: Deploy=True ProjectParams.ValidateAndLog: IterativeDeploy=False ProjectParams.ValidateAndLog: FastCook=False ProjectParams.ValidateAndLog: LogWindow=False ProjectParams.ValidateAndLog: Manifests=False ProjectParams.ValidateAndLog: MapToRun=MainMenu_Level+Insertion_Room+Insertion_Room_Audio+Insertion_Room_MasterAudio+VR_01+VR_02+VR_03+VR_Encounters+VR_Hub+VR_Master+VR_StealthTraining+VR_Tutorial+VR_WeaponsTraining+VR_WorldOutline ProjectParams.ValidateAndLog: NoClient=False ProjectParams.ValidateAndLog: NumClients=0 ProjectParams.ValidateAndLog: NoDebugInfo=False ProjectParams.ValidateAndLog: NoCleanStage=False ProjectParams.ValidateAndLog: NoXGE=False ProjectParams.ValidateAndLog: MapsToCook=MainMenu_Level+Insertion_Room+Insertion_Room_Audio+Insertion_Room_MasterAudio+VR_01+VR_02+VR_03+VR_Encounters+VR_Hub+VR_Master+VR_StealthTraining+VR_Tutorial+VR_WeaponsTraining+VR_WorldOutline ProjectParams.ValidateAndLog: Pak=False ProjectParams.ValidateAndLog: Package=False ProjectParams.ValidateAndLog: NullRHI=False ProjectParams.ValidateAndLog: FakeClient=False ProjectParams.ValidateAndLog: EditorTest=False ProjectParams.ValidateAndLog: RunAutomationTests=False ProjectParams.ValidateAndLog: RunAutomationTest= ProjectParams.ValidateAndLog: RunTimeoutSeconds=0 ProjectParams.ValidateAndLog: CrashIndex=0 ProjectParams.ValidateAndLog: ProgramTargets= ProjectParams.ValidateAndLog: ProjectBinariesFolder=D:\Users\dark5\Documents\Unreal Projects\darkstorm\Binaries\Win64 ProjectParams.ValidateAndLog: ProjectBinariesPath=D:\Users\dark5\Documents\Unreal Projects\darkstorm\Binaries\Win64 ProjectParams.ValidateAndLog: ProjectGameExeFilename=D:\Users\dark5\Documents\Unreal Projects\darkstorm\Binaries\Win64\darkstorm.exe ProjectParams.ValidateAndLog: ProjectGameExePath=D:\Users\dark5\Documents\Unreal Projects\darkstorm\Binaries\Win64\darkstorm.exe ProjectParams.ValidateAndLog: Distribution=False ProjectParams.ValidateAndLog: Prebuilt=False ProjectParams.ValidateAndLog: Prereqs=False ProjectParams.ValidateAndLog: NoBootstrapExe=False ProjectParams.ValidateAndLog: RawProjectPath=D:\Users\dark5\Documents\Unreal Projects\darkstorm\darkstorm.uproject ProjectParams.ValidateAndLog: Rocket=True ProjectParams.ValidateAndLog: Run=True ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development ProjectParams.ValidateAndLog: ServerCookedTargets= ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64 ProjectParams.ValidateAndLog: ShortProjectName=darkstorm ProjectParams.ValidateAndLog: SignedPak=False ProjectParams.ValidateAndLog: SignPak= ProjectParams.ValidateAndLog: SkipCook=False ProjectParams.ValidateAndLog: SkipCookOnTheFly=False ProjectParams.ValidateAndLog: SkipPak=False ProjectParams.ValidateAndLog: SkipStage=False ProjectParams.ValidateAndLog: Stage=True ProjectParams.ValidateAndLog: bUsesSteam=False ProjectParams.ValidateAndLog: bUsesCEF3=False ProjectParams.ValidateAndLog: bUsesSlate=True ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False ProjectParams.ValidateAndLog: Project Params Project.Build: BUILD COMMAND STARTED UE4Build.Build: XGE was requested, but is unavailable, so we won't use it. UE4Build.Build: UE4Build: UE4Build.Build: ForceMonolithic: False UE4Build.Build: ForceNonUnity:False UE4Build.Build: ForceDebugInfo: False UE4Build.Build: UseXGE: False UE4Build.Build: UseParallelExecutor: False CommandUtils.Run: Run: D:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe darkstorm Win64 Development "D:\Users\dark5\Documents\Unreal Projects\darkstorm\darkstorm.uproject" -noxge -generatemanifest -rocket -NoHotReloadFromIDE CommandUtils.Run: Run: Took 0.9555818s to run UnrealBuildTool.exe, ExitCode=0 UE4Build.PrepareManifest: Copied UBT manifest to D:\Program Files\Epic Games\4.9\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml CommandUtils.Run: Run: D:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe darkstorm Win64 Development "D:\Users\dark5\Documents\Unreal Projects\darkstorm\darkstorm.uproject" -noxge -rocket -NoHotReloadFromIDE -ignorejunk UnrealBuildTool: Parsing headers for darkstorm UnrealBuildTool: Running UnrealHeaderTool "D:\Users\dark5\Documents\Unreal Projects\darkstorm\darkstorm.uproject" "D:\Users\dark5\Documents\Unreal Projects\darkstorm\Intermediate\Build\Win64\darkstorm\Development\UnrealHeaderTool.manifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -rocket -installed UnrealBuildTool: D:/Development Software/Epic Games/4.9/Engine/Source/Runtime/CoreUObject/Classes/Object.h(281) : Immutable is being phased out in favor of SerializeNative, and is only legal on the mirror structs declared in UObject UnrealBuildTool: Error: Failed to generate code for darkstorm - error code: OtherCompilationError (5) UnrealBuildTool: UnrealHeaderTool failed for target 'darkstorm' (platform: Win64, module info: D:\Users\dark5\Documents\Unreal Projects\darkstorm\Intermediate\Build\Win64\darkstorm\Development\UnrealHeaderTool.manifest). CommandUtils.Run: Run: Took 1.7438443s to run UnrealBuildTool.exe, ExitCode=5 BuildCommand.Execute: ERROR: BUILD FAILED Program.Main: ERROR: AutomationTool terminated with exception: Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): D:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe darkstorm Win64 Development "D:\Users\dark5\Documents\Unreal Projects\darkstorm\darkstorm.uproject" -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2015.10.28-16.08.54.txt' Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars) at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars) at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars) at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars) at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) at BuildCookRun.DoBuildCookRun(ProjectParams Params) at BuildCommand.Execute() at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) at AutomationTool.Automation.Process(String[] CommandLine) at AutomationTool.Program.MainProc(Object Param) at AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param) at AutomationTool.Program.Main() ProcessManager.KillAll: Trying to kill 0 spawned processes. Program.Main: AutomationTool exiting with ExitCode=5 Domain_ProcessExit copying UAT log files... RunUAT.bat ERROR: AutomationTool was unable to run successfully. BUILD FAILED

Product Version: UE 4.9
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asked Oct 28 '15 at 11:12 PM in Packaging & Deployment

avatar image

Dark583
86 5 88 16

avatar image Samantha Sutton ♦♦ STAFF Nov 03 '15 at 05:41 PM

Hey Dark583,

Could you please explain what you are trying to package for and whether or not this happens on a regular template from the Editor? Please also upload the whole packaging log as a .txt file in order for me to review the errors and see what went wrong.

Thank you!

avatar image j0rg3n Jan 19 '16 at 02:42 PM

Hit the same problem here, seems stuck, even though code changes have been reverted.

 1>  Parsing headers for ProjectName
 1>    Running UnrealHeaderTool "C:\p5\ProjectName\UE4\ProjectName.uproject" "C:\p5\ProjectName\UE4\Intermediate\Build\Win64\ProjectName\Development\UnrealHeaderTool.manifest" -LogCmds="loginit warning, logexit warning, logdatabase error"
 1>  E:/CompanyName/UE4-ProjectName/Engine/Source/Runtime/CoreUObject/Classes/Object.h(281) : Immutable is being phased out in favor of SerializeNative, and is only legal on the mirror structs declared in UObject
 1>Error : Failed to generate code for ProjectName - error code: OtherCompilationError (5)
 1>  UnrealHeaderTool failed for target 'ProjectName' (platform: Win64, module info: C:\p5\ProjectName\UE4\Intermediate\Build\Win64\ProjectName\Development\UnrealHeaderTool.manifest).
 1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(37,5): error MSB3073: The command "E:\p5\UE4.10-dw\Engine\Build\BatchFiles\Build.bat ProjectName Win64 Development "C:\p5\ProjectName\UE4\ProjectName.uproject" -waitmutex -2015" exited with code -1.
 
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2 answers: sort voted first

I looked into the UHT source code, and this is the offending code:

                 if (!FPaths::IsSamePath(Filename, GTypeDefinitionInfoMap[UObject::StaticClass()]->GetUnrealSourceFile().GetFilename()))
                 {
                     FError::Throwf(TEXT("Immutable is being phased out in favor of SerializeNative, and is only legal on the mirror structs declared in UObject"));
                 }

changing it to:

                 if (!FPaths::IsSamePath(Filename, GTypeDefinitionInfoMap[UObject::StaticClass()]->GetUnrealSourceFile().GetFilename()))
                 {
                   UE_LOG(LogCompile, 
                     Warning, 
                     TEXT("Immutable is being phased out in favor of SerializeNative, and is only legal on the mirror structs declared in UObject. Path check failed: %s != %s"), 
                     *Filename, 
                     *GTypeDefinitionInfoMap[UObject::StaticClass()]->GetUnrealSourceFile().GetFilename());
                 }

yielded some interesting insights:

 1>  E:/CompanyName/UE4-ProjectName/Engine/Source/Runtime/CoreUObject/Classes/Object.h(576) : LogCompile:Error: Immutable is being phased out in favor of SerializeNative, and is only legal on the mirror structs declared in UObject. Path check failed: 
 E:/CompanyName/UE4-ProjectName/Engine/Source/Runtime/CoreUObject/Classes/Object.h != 
 E:\CompanyName\UE4-ProjectName\Engine\Source\Runtime\CoreUObject\Classes\Object.h
 

Notice that the paths are equal except for the backslashes and slashes.

I presume this is a bug in UE 4.10.

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answered Jan 20 '16 at 10:47 AM

avatar image

j0rg3n
36 1 2 2

avatar image bstone Jun 03 '16 at 01:34 PM

Still the case with UE 4.11. The path normalization carried out in FPaths::IsSamePath() does nothing as the file paths contain the drive specifier. Would have worked much better if it at least hadn't ceased to replace the slashes.

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Hey Dark583,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you!

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answered Nov 09 '15 at 02:25 PM

avatar image ilookha Dec 10 '15 at 07:36 PM

I've just hit the same problem at compile time. After a certain project code change, UnrealHeaderTool started to complain about engine-side Object.h. Reverting project code to previous revisions didn't help; seems like UnrealHeaderTool has got stuck in this state. Making a clean build fixes the problem.

avatar image Samantha Sutton ♦♦ STAFF Dec 10 '15 at 08:15 PM

Ilookha,

Could you please provide me with your error logs as a .txt? You can attach them with your next reply.

Thank you!

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