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[Closed] RunUAT.bat ERROR: AutomationTool was unable to run successfully

Hi

I'm getting "RunUAT.bat ERROR: AutomationTool was unable to run successfully" every time I try and package my game inside UE4.9.2 on Windows 10. Any ideas what's going wrong?alt text

MainFrameActions: Packaging (Windows (32-bit)): Running AutomationTool... MainFrameActions: Packaging (Windows (32-bit)): Program.Main: CWD=C:\Program Files\Unreal Engine\4.9\Engine\Binaries\DotNET MainFrameActions: Packaging (Windows (32-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=C:/Users/Luke/Documents/Unreal Projects/MyProject53_4/thirst_4.uproject -cook -stage -archive -archivedirectory=C:/Users/Luke/Desktop/GamePackage -package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -clean -pak -prereqs -nodebuginfo -targetplatform=Win32 -build -utf8output MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: IsBuildMachine=False MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: ShouldKillProcesses=True MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: Setting up command environment. MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Unreal Engine/4.9/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/Luke/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Unreal+Engine+4.9) MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables. MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013 MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\ MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools MainFrameActions: Packaging (Windows (32-bit)): 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. MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\ MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319 MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\ MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319 MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.SetupBuildEnvironment: WARNING: C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools..\IDE\Devenv.com does not exist. MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.SetupBuildEnvironment: WARNING: Assuming no solution compilation capability. MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Users\Luke\AppData\Local\Temp\UAT\C+Program+Files+Unreal+Engine+4.9\Rules) MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: Compiling scripts. MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s). MainFrameActions: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Luke\Documents\Unreal Projects\MyProject53_4\thirst_4.uproject MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\Luke\AppData\Local\Temp\UAT\C+Program+Files+Unreal+Engine+4.9\Rules\UATRules-1306228780.dll MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: Errors detected while compiling C:\Users\Luke\AppData\Local\Temp\UAT\C+Program+Files+Unreal+Engine+4.9\Rules\UATRules-1306228780.dll: MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: c:\Users\Luke\Documents\Unreal Projects\MyProject53_4\Intermediate\Source\thirst_playable_3.1.Target.cs(6,31) : error CS1514: { expected MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: c:\Users\Luke\Documents\Unreal Projects\MyProject53_4\Intermediate\Source\thirst_playable_3.1.Target.cs(6,31) : error CS1519: Invalid token '.1' in class, struct, or interface member declaration MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: c:\Users\Luke\Documents\Unreal Projects\MyProject53_4\Intermediate\Source\thirst_playable_3.1.Target.cs(6,40) : error CS1519: Invalid token ':' in class, struct, or interface member declaration MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: c:\Users\Luke\Documents\Unreal Projects\MyProject53_4\Intermediate\Source\thirst_playable_3.1.Target.cs(7,1) : error CS1519: Invalid token '{' in class, struct, or interface member declaration MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: c:\Users\Luke\Documents\Unreal Projects\MyProject53_4\Intermediate\Source\thirst_playable_3.1.Target.cs(8,29) : error CS1519: Invalid token '.1' in class, struct, or interface member declaration MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: c:\Users\Luke\Documents\Unreal Projects\MyProject53_4\Intermediate\Source\thirst_playable_3.1.Target.cs(8,31) : error CS1520: Method must have a return type MainFrameActions: Packaging (Windows (32-bit)): BuildCommand.Execute: ERROR: BUILD FAILED MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception: MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: Exception in UnrealBuildTool: ERROR: UnrealBuildTool encountered an error while compiling source files MainFrameActions: Packaging (Windows (32-bit)): Stacktrace: at UnrealBuildTool.DynamicCompilation.CompileAssembly(String OutputAssemblyPath, List`1 SourceFileNames, List`1 ReferencedAssembies, List`1 PreprocessorDefines, Boolean TreatWarningsAsErrors) MainFrameActions: Packaging (Windows (32-bit)): at UnrealBuildTool.DynamicCompilation.CompileAndLoadAssembly(String OutputAssemblyPath, List`1 SourceFileNames, List`1 ReferencedAssembies, List`1 PreprocessorDefines, Boolean DoNotCompile, Boolean TreatWarningsAsErrors) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectUtils.CompileAndLoadTargetsAssembly(ProjectProperties Properties, String TargetsDllFilename, Boolean DoNotCompile, List`1 TargetScripts) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectUtils.DetectTargetsForProject(ProjectProperties Properties, List`1 ExtraSearchPaths) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectUtils.DetectProjectProperties(String RawProjectPath, List`1 ClientTargetPlatforms) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectUtils.GetProjectProperties(String RawProjectPa MainFrameActions: Packaging (Windows (32-bit)): th, List`1 ClientTargetPlatforms) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectParams.AutodetectSettings(Boolean bReset) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectParams..ctor(String RawProjectPath, CommandUtils Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList`1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, Nullable`1 StageNonMonolithic, String UE4Exe, String SignPak, List`1 ClientConfigsToBuild, List`1 ServerConfigsToBuild, ParamList`1 MapsToCook, ParamList`1 DirectoriesToCook, String InternationalizationPreset, ParamList`1 CulturesToCook, ParamList`1 ClientCookedTargets, ParamList`1 EditorTargets, ParamList`1 ServerCookedTargets, List`1 ClientTargetPlatforms, Dictionary`2 ClientDependentPlatformMap, List`1 ServerTargetPlatforms, Dictionary`2 ServerDependentPlatformMap, Nullable`1 Build, Nullable`1 Cook, String CookFlavor, Nullable`1 Run, Nullable`1 SkipServer, Nullable`1 Clean, Nullable`1 Compressed, Nullable`1 UseDebugParamForEditorExe, Nullable`1 IterativeCooking, Nullable`1 CookAll, Nullable`1 CookMapsOnly, Nullable`1 CookOnTheFly, Nullable`1 CookOnTheFlyStreaming, Nullable`1 UnversionedCookedContent, Nullable`1 SkipCookingEditorContent, Nullable`1 NumCookersToSpawn, String AdditionalCookerOptions, String BasedOnReleaseVersion, String CreateReleaseVersion, Nullable`1 GeneratePatch, String DLCName, Nullable`1 DLCIncludeEngineContent, Nullable`1 NewCook, Nullable`1 OldCook, Nullable`1 CrashReporter, Nullable`1 DedicatedServer, Nullable`1 Client, Nullable`1 Deploy, Nullable`1 FileServer, Nullable`1 Foreign, Nullable`1 ForeignCode, Nullable`1 LogWindow, Nullable`1 NoCleanStage, Nullable`1 NoClient, Nullable`1 NoDebugInfo, Nullable`1 NoXGE, Nullable`1 Package, Nullable`1 Pak, Nullable`1 Prereqs, Nullable`1 NoBootstrapExe, Nullable`1 SignedPak, Nullable`1 NullRHI, Nullable`1 FakeClient, Nullable`1 EditorTest, Nullable`1 RunAutomationTests, String RunAutomationTest, Nullable`1 CrashIndex, Nullable`1 Rocket, Nullable`1 SkipCook, Nullable`1 SkipCookOnTheFly, Nullable`1 SkipPak, Nullable`1 SkipStage, Nullable`1 Stage, Nullable`1 Manifests, Nullable`1 CreateChunkInstall, Nullable`1 Unattended, Nullable`1 NumClients, Nullable`1 Archive, String ArchiveDirectoryParam, Nullable`1 ArchiveMetaData, Nullable`1 CreateAppBundle, ParamList`1 ProgramTargets, Nullable`1 Distribution, Nullable`1 Prebuilt, Nullable`1 RunTimeoutSeconds, String SpecifiedArchitecture, Nullable`1 IterativeDeploy, Nullable`1 FastCook, Nullable`1 IgnoreCookErrors, Nullable`1 CodeSign) MainFrameActions: Packaging (Windows (32-bit)): at BuildCookRun.SetupParams() MainFrameActions: Packaging (Windows (32-bit)): at BuildCookRun.ExecuteBuild() MainFrameActions: Packaging (Windows (32-bit)): at BuildCommand.Execute() MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Process(String[] CommandLine) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.MainProc(Object Param) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.Main() MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes. MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=Error_Unknown MainFrameActions: Packaging (Windows (32-bit)): Domain_ProcessExit MainFrameActions: Packaging (Windows (32-bit)): copying UAT log files... MainFrameActions: Packaging (Windows (32-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully. MainFrameActions: Packaging (Windows (32-bit)): BUILD FAILED PackagingResults:Error: Error Unknown Error

Product Version: UE 4.9
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asked Jan 25 '16 at 06:06 PM in Packaging & Deployment

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lukew92
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The question has been closed Jul 15 '16 at 07:33 PM by Samantha Sutton for the following reason:

Issue is now outdated. If you are still experiencing this issue, please make a new post for assistance. Thanks!


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