runUAT ERROR: Automation Tool Android Package Error on Mac

We’re packaging for development testing for Android on El Capitan 10.11.3 and UE4 10.4. While packaging, we received this “unknown error” message while it was building for development at the end . Just trying to figure out what the problem is and fix it so we can test our game out. No matter how many times we build we keep getting the error. What would we remove to get the runUAT error to go away? This is what it says at the end before the build fails…

RunUAT ERROR: AutomationTool was unable to run successfully. We’ve also migrated our project to a blank one and tried to rebuild there. Is there a setting we have wrong or should of checked?

Thanks,

This is the end of the source code

MainFrameActions: Packaging (Android (All)): Project.LogDeploymentContext: IsCodeBasedUprojectFile = False
MainFrameActions: Packaging (Android (All)): Project.LogDeploymentContext: DedicatedServer = False
MainFrameActions: Packaging (Android (All)): Project.LogDeploymentContext: Stage = True
MainFrameActions: Packaging (Android (All)): Project.LogDeploymentContext: StageTargetPlatform = Android
MainFrameActions: Packaging (Android (All)): Project.LogDeploymentContext: LocalRoot = /Users/Shared/UnrealEngine/4.10
MainFrameActions: Packaging (Android (All)): Project.LogDeploymentContext: ProjectRoot = /Users/DC/Desktop/skyDive_DC
MainFrameActions: Packaging (Android (All)): Project.LogDeploymentContext: PlatformDir = Android
MainFrameActions: Packaging (Android (All)): Project.LogDeploymentContext: StageProjectRoot = /Users/DC/Desktop/skyDive_DC/Saved/StagedBuilds/Android/skyDive_DC
MainFrameActions: Packaging (Android (All)): Project.LogDeploymentContext: ShortProjectName = skyDive_DC
MainFrameActions: Packaging (Android (All)): Project.LogDeploymentContext: StageDirectory = /Users/DC/Desktop/skyDive_DC/Saved/StagedBuilds/Android
MainFrameActions: Packaging (Android (All)): Project.LogDeploymentContext: SourceRelativeProjectRoot = skyDive_DC
MainFrameActions: Packaging (Android (All)): Project.LogDeploymentContext: RelativeProjectRootForStage = skyDive_DC
MainFrameActions: Packaging (Android (All)): Project.LogDeploymentContext: RelativeProjectRootForUnrealPak = skyDive_DC
MainFrameActions: Packaging (Android (All)): Project.LogDeploymentContext: ProjectArgForCommandLines = …/…/…/skyDive_DC/skyDive_DC.uproject
MainFrameActions: Packaging (Android (All)): Project.LogDeploymentContext: RuntimeRootDir = /Users/DC/Desktop/skyDive_DC/Saved/StagedBuilds/Android
MainFrameActions: Packaging (Android (All)): Project.LogDeploymentContext: RuntimeProjectRootDir = /Users/DC/Desktop/skyDive_DC/Saved/StagedBuilds/Android/skyDive_DC
MainFrameActions: Packaging (Android (All)): Project.LogDeploymentContext: UProjectCommandLineArgInternalRoot = …/…/…/
MainFrameActions: Packaging (Android (All)): Project.LogDeploymentContext: PakFileInternalRoot = …/…/…/
MainFrameActions: Packaging (Android (All)): Project.LogDeploymentContext: UnrealFileServerInternalRoot = …/…/…/
MainFrameActions: Packaging (Android (All)): Project.LogDeploymentContext: End Deployment Context **************
MainFrameActions: Packaging (Android (All)): Project.Package: ********** PACKAGE COMMAND STARTED **********
MainFrameActions: Packaging (Android (All)): AndroidPlatform.Package: BaseApkName = /Users/DC/Desktop/skyDive_DC/Binaries/Android/skyDive_DC.apk
MainFrameActions: Packaging (Android (All)): AndroidPlatform.Package: Creating /Users/DC/Desktop/skyDive_DC/Saved/StagedBuilds/Android.obb from /Users/DC/Desktop/skyDive_DC/Saved/StagedBuilds/Android
MainFrameActions: Packaging (Android (All)): <>c__DisplayClass6.b__5: [1/1] Adding skyDive_DC/ to OBB
MainFrameActions: Packaging (Android (All)): <>c__DisplayClass6.b__5: [2/2] Adding skyDive_DC/Content/ to OBB
MainFrameActions: Packaging (Android (All)): <>c__DisplayClass6.b__5: [3/3] Adding skyDive_DC/Content/Paks/ to OBB
MainFrameActions: Packaging (Android (All)): <>c__DisplayClass6.b__5: [4/4] Adding skyDive_DC/Content/Paks/skyDive_DC-Android.pak to OBB
MainFrameActions: Packaging (Android (All)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Android (All)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Android (All)): Program.Main: ERROR: Exception in Ionic.Zip.Reduced: Compressed or Uncompressed size, or offset exceeds the maximum value. Consider setting the UseZip64WhenSaving property on the ZipFile instance.
MainFrameActions: Packaging (Android (All)): Stacktrace: at Ionic.Zip.ZipEntry.SetZip64Flags () [0x00000] in :0
MainFrameActions: Packaging (Android (All)): at Ionic.Zip.ZipEntry.PostProcessOutput (System.IO.Stream s) [0x00000] in :0
MainFrameActions: Packaging (Android (All)): at Ionic.Zip.ZipEntry._WriteEntryData (System.IO.Stream s) [0x00000] in :0
MainFrameActions: Packaging (Android (All)): at Ionic.Zip.ZipEntry.Write (System.IO.Stream s) [0x00000] in :0
MainFrameActions: Packaging (Android (All)): Program.Main: AutomationTool exiting with ExitCode=Error_Unknown
MainFrameActions: Packaging (Android (All)): Domain_ProcessExit
MainFrameActions: Packaging (Android (All)): RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults:Error: Error Unknown Error

  • D

Hi Danny,

Can you post the full log from the Project Folder > Saved > logs?

There is typically a folder pointed to where the text file with the UAT log is located. This will likely be in this location linked below, but sometimes is saved elsewhere.

\Epic Games\4.10\Engine\Programs\AutomationTool\Saved\Cook-2016.03.24-01.36.30.txt

The file at the end is just from one of my test builds, but you should see a Cook- [date/time].txt file.

This will/should list the reason for the build failure within UAT. Please post that and the other full log here in an attached text files.

Thank you!

Tim

Thanks Tim,

Here are our files.

We are using level streaming as well, so could it perhaps be some sort of build setting that’s causing the error?

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[link text][2]

Thank you so much,

Sincerely,

Danny

The log seems to be point to a CodeSign Failed “No matching provisioning profiles found: No provisioning profiles containing one of the following signing identities was found:”

MainFrameActions: Packaging (iOS): env: Code Sign error: No matching provisioning profiles found: No provisioning profiles containing one of the following signing identities was found:
MainFrameActions: Packaging (iOS): env: iPhone Distribution: Xstatic Games INC. (NKAUMPP742) (SHA1: 875E07F0546648A9EA08D166AF0A4462D128B26B).
MainFrameActions: Packaging (iOS): env: CodeSign error: code signing is required for product type 'Application' in SDK 'iOS 8.4'
MainFrameActions: Packaging (iOS): env: 

Make sure you’ve got the right provisions setup. If it’s still causing an issue it may be worthwhile to remove the provisions and certificates and reinstall them.

Tim, the provisions did go down and we fixed them.

Thank you!

Ok, cool! Glad everything is working on your end now. :slight_smile: