Failed to copy PhysX

Below is the error generated after migration to 4.10, even verified 4.10 engine integrity before reporting issue.

LogPlayLevel: Program.Main: ERROR: Exception in AutomationUtils.Automation: Failed to copy C:\Program Files\Epic Games\4.10\Engine\Binaries\ThirdParty\PhysX\PhysX-3.3\Win64\VS2013\PhysX3PROFILE_x64.dll to C:\Users\Profile\Documents\Unreal Projects\Project1\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\ThirdParty\PhysX\PhysX-3.3\Win64\VS2013\PhysX3PROFILE_x64.dll

Hello Konshu,

I have a few questions for you about this issue.

  1. When exactly does this error appear? What are you in the middle of doing?
  2. Which version of the engine was your project originally in?
  3. Have you tried using a fresh project to see if the same error occurs? It would be good to narrow down if it is related to your project or not.

When exactly does this error appear? What are you in the middle of doing?

Error occurs when launching project to windows 64 bit standalone game to test.

Which version of the engine was your project originally in?

Moved up from latest 4.9 to 4.10 to take advantage of the mobile stuff, noticed in output log it specifically calls out Third Party PhysX dll.

Have you tried using a fresh project to see if the same error occurs? It would be good to narrow down if it is related to your project or not.

Just tried and confirmed that the default blueprint 3rd person does work fine, however not exactly sure WHY I would be calling this ThirdParty PhysX dll.

I see from your error message that it is mentioning VS2013, which could be part of the problem. If you’re using the Binary version (the one downloaded from the launcher) of 4.10, you’ll need to use VS2015. To be honest, that shouldn’t cause this issue however and the default FirstPerson template project also includes that same PhysX dll. Can you see if you get the same error from actually packaging the game out? It should have to copy that same .dll. I’m interested to see if you’ll receive that same error while packaging. If it does occur, can you try running the editor in Administrator mode?

Oddly enough I just tried to package the game for windows 64bit and UE4 tells me now I don’t have visual studio installed. I do have Visual Studio 2013 ultimate running in the background.

That would be because Visual Studio 2015 is required for 4.10’s Binary version. The blueprint project wouldn’t have a problem packaging since it doesn’t involve any code, but if your main project does, that would be why.

Can you try getting Visual Studio 2015 Community to see if it’ll work correctly then? You may also need to generate project files again by right-clicking your .uproject file after 2015 is installed.

Yeah, looks like its working now, so VS2015 is a requirement then for projects moving to 4.10? I was under the impression it was supported vs. required. Thanks for the resolution though.

You should be able to use 2013 with a build of the engine compiled from Source code by adding the “-2013” launch argument to the GenerateProjectFiles.bat