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/)
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\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, Dictionary2 EnvVars) at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 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, Dictionary2 EnvVars) at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars) at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) at BuildCookRun.DoBuildCookRun(ProjectParams Params) at BuildCommand.Execute() at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) at AutomationTool.Automation.Process(String[] CommandLine) at AutomationTool.Program.MainProc(Object Param) at AutomationTool.InternalUtils.RunSingleInstance(Action1 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

Hey ,

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!

Hey ,

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!

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.

Ilookha,

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

Thank you!

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.

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.

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