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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.b5: [1/1] Adding skyDive_DC/ to OBB MainFrameActions: Packaging (Android (All)): <>cDisplayClass6.b5: [2/2] Adding skyDive_DC/Content/ to OBB MainFrameActions: Packaging (Android (All)): <>cDisplayClass6.b5: [3/3] Adding skyDive_DC/Content/Paks/ to OBB MainFrameActions: Packaging (Android (All)): <>cDisplayClass6.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

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Product Version: UE 4.10
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asked Mar 16 '16 at 08:57 AM in Packaging & Deployment

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dannykana
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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

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answered Mar 25 '16 at 04:01 PM

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Tim Hobson ♦♦ STAFF
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avatar image dannykana Mar 25 '16 at 11:39 PM

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? alt text alt text link text

Thank you so much,

Sincerely,

Danny

avatar image Tim Hobson ♦♦ STAFF Mar 28 '16 at 07:54 PM

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.

avatar image dannykana Apr 01 '16 at 07:19 AM

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

Thank you!

avatar image Tim Hobson ♦♦ STAFF Apr 01 '16 at 07:51 PM

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

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