Failed to open descriptor file - previous solution N/A

I’m using 4.10.4, the standard binary version of the engine from the launcher. The project is blueprint only.
We have Visual Studio Community 2015 with Common Tools and Visual C++ tools included. We are using Perforce. The project is completely up to date with all files checked in, and was originally created on the same machine we are using to package it.

After running a shipping build we continuously get this error "Failed to open descriptor file ‘…/…/…/PROJECTNAME-Shipping/PROJECTNAME-Shipping.uproject’

There is a solution to this problem already listed in the forum, but it is not working for us. It mentions navigating to WindowsNoEditor/Engine/Binaries/Win64 (or32)/ and renaming the ‘.uproject’ found there. We are not finding that ‘.uproject’ file. As far as I can tell there is no ‘.uproject’ file being included anywhere in the WindowsNoEditor directory after packaging.

The only file in the above directory is CrashReportClient.exe. If we disable ‘Include Crash Reporter’ in our package settings, that directory doesn’t get created at all.

I cannot include an image, but here is a list of our package settings:

Build Configuration: Shipping
Staging Directory: A folder on Desktop
Full Rebuild: True
For Distribution: True
Include Debug Files: False

Use Pak File: True
Generate Chunks: False
Build Http Chunk install Data: False

Include Prerequisites: True

Cook everything in the project content directory: True

Just like with the other people experiencing this problem, a development build works fine. It’s only the shipping builds where we are seeing this issue. It’s been a problem for us since 4.9 and have opted to do very many projects in Unity as a result. I am advocating heavily for UE4, but this problem has been disruptive.

Any help would be greatly appreciated.

We’ve also attempted to do a shipping build of the sidescroller template using the same settings and are running in to the same problem.

There must be something very basic we are missing here, but we aren’t seeing it.

Even trying to package a very simple project without source control, no assets or package targets are crossing drives, no permissions issues, we still hit this.

I have the same issue, when i build fresh First Person template following this guide Releasing Your Project | Unreal Engine Documentation i get this error on step 7. I have no idea what to do because i am complete newbie, i was trying to build project then create patch for it but i can’t get this to work.

80825-untitled.jpg

Ok here is the answer, at least for my issue, you need to remove “-Win64-Shipping” from exe file:

MyProject2\Saved\StagedBuilds\WindowsNoEditor\MyProject2\Binaries\Win64

More info here:

Im using UE 4.10.4

This kind of works.

When I rename that file, and launch using that exe file, the program runs. That’s great.

But with the development build, we are able to launch using the PROJECTNAME.exe file that shows up in the ‘WindowsNoEditor’ folder after packaging. With the shipping build, we can never launch using that exe. Even after renaming the exe file found in 'WindowsNoEditor\PROJECT\Binaries\Win64' we still get this error:

Couldn’t Start:
pathToFileIJustLaunched + “-Win64-Shipping.exe”
CreateProcess() returned 2.

What is happening here that is causing the difference?

Having the same problem shipping with Win64… Must be a new issue with 4.10.4

I’ve written a bat script that should save you a little time here. Needs a small edit for project name and rename file extension to .bat is all.
Attached to my answer here.