ERROR: AutomationTool terminated with exception: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5)

Hi,

I was able to package my project in version 4.10.0 but since I updgraded to 4.10.1 i’m not able to package the project anymore.

This is part of the error message:


BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:

MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): D:\Program Files (x86)\Epic Games\4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe projectname Win64 Development “D:\Unreal Projects\projectname\projectname.uproject” -remoteini=“D:\Unreal Projects\Projectname” -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool-2015.12.11-15.01.29.txt’

MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: bij AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (64-bit)): bij AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)

MainFrameActions: Packaging (Windows (64-bit)): bij 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)

MainFrameActions: Packaging (Windows (64-bit)): bij AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars)

MainFrameActions: Packaging (Windows (64-bit)): bij Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)

MainFrameActions: Packaging (Windows (64-bit)): bij BuildCookRun.DoBuildCookRun(ProjectParams Params)

MainFrameActions: Packaging (Windows (64-bit)): bij BuildCommand.Execute()

MainFrameActions: Packaging (Windows (64-bit)): bij AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)

MainFrameActions: Packaging (Windows (64-bit)): bij AutomationTool.Automation.Process(String[] CommandLine)

MainFrameActions: Packaging (Windows (64-bit)): bij AutomationTool.Program.MainProc(Object Param)

MainFrameActions: Packaging (Windows (64-bit)): bij AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)

MainFrameActions: Packaging (Windows (64-bit)): bij AutomationTool.Program.Main()

MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.

MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5

MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit

MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files…

MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.

MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED


Any idea what might cause this issue?

Thank you

I deleted the Build, Intermediate and Saved folders and tried packaging the project again. But without any luck.
So no solution yet…

I am able to package the project!
by creating a new first person template, and migrating the assets from the other project into this new project, i only migrated the map and with that all the other assets, opened the new project, simply clicked on package project
AND I WORKED!!
[so after all a simple solution, but i thought the problem was much more complex. But in the end i just had to start with a clean new project in Unreal 4.10.1

Got same problem.
Found that I am trying to build Shipping configuration with UBillboardComponent and PostEditPropertie function calls.
So I put

#if WITH_EDITOR
#endif

directive around all my code caused error in Shipping configuration and that’s it.