UE 4.9.2 RunUAT.bat ERROR: AutomationTool was unable to run successfully

I have a project made only with Blueprints (0 C++ code) and I’m getting this issue when I try to package the project to Win64 (also the same problem with Win32). My OS is Windows 7 and I have Visual Studio 2015 installed. This are the Output Log last lines:

MainFrameActions: Packaging (Windows (64-bit)): en BuildCookRun.SetupParams()
MainFrameActions: Packaging (Windows (64-bit)): en BuildCookRun.ExecuteBuild()
MainFrameActions: Packaging (Windows (64-bit)): en BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)): en AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
MainFrameActions: Packaging (Windows (64-bit)): en AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)): en AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (64-bit)): en AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)): en 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=Error_Unknown
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

Hello,

  • Are you able to package any projects or are they all failing to package?
  • Could you provide the full output log please?
  • Do you have the necessary C++ content installed for Visual Studio 2015?

Hello,

  • Yes, I’m able to package other projects.
  • Log uploaded [link text][1]
    [1]: 88426-hologram_pfg.log (47.3 KB)
  • I have Visual Studio 2015 with the C++ content installed but the project only uses blueprints, there is no C++ code.

Hello,

I see this error in this log: WindowsHostPlatform.FindBaseVSToolPaths: ERROR: Visual Studio 2013 must be installed in order to build this target.

So, it was my mistake earlier, I misread the engine version that you were working in. What you’ll need to do is have VS 2013 installed, because 4.9.2 uses 2013. 2015 integration wasn’t added until 4.10.

Go ahead and get VS 2013 set up if you don’t already have it, and let me know if this resolves your issue.

Have a great day

Hello,

I have tried generating the .exe file with Visual Studio 2013 installed and the problem continues. Also I have tried upgrading the project from 4.9.2 to 4.11.1 and I have the same problem (with Visual Studio 2013 and 2015 installed with the C++ content). I have a previous version of the project (1 month old more or less) and that version have no issues with the .exe file.

Can you provide the output log from your 4.11 packaging attempt?

Here is the log file from the 4.11.1 version:
link text

Have you made changes to your Engine.ini file? It seems like the issue is related to something that you may have changed in that file.

We are developing a multiplayer game, so for creating the main menu we added these line in the Engine.ini file:
[onlineSubsystem]
DefaultPlatformService=null

Here is the error message that I’m seeing in your log:

Failed to find value when parsing D:\Unreal 4\PFG_4.11\Config\DefaultEngine.ini, line 65

Try to find line 65 of the DefaultEngine.ini and let me know what is contained in that line.

Line 65 says: DefaultTerminalVelocity=4000.000000

Just as a test, make a copy of your project and delete that line. See if that resolves your packaging error in the copy of the project. In the meantime, I’ll take another pass at the log file and see if there are any other errors that could be causing the issue.

I have tried deleting those two lines and the issue remains.

Here are a few other errors I’ve noticed that would be worth looking in to:

[2016.04.28-17.25.39:168][ 0]PIE:Warning: Warning AttachTo: ‘/Game/FirstPersonBP/Maps/Scene_01.Scene_01:PersistentLevel.BP_Light_Switch_Living_Room_Lamp_C_0.DefaultSceneRoot’ is not static (in blueprint “BP_Light_Switch_Living_Room_Lamp”), cannot attach ‘/Game/FirstPersonBP/Maps/Scene_01.Scene_01:PersistentLevel.BP_Light_Switch_Living_Room_Lamp_C_0.SM_Light_Switch’ which is static to it. Aborting.

[2016.04.28-17.25.39:169][ 0]PIE:Warning: Warning AttachTo: ‘/Game/FirstPersonBP/Maps/Scene_01.Scene_01:PersistentLevel.BP_Light_Switch_Marriage_Room_Ceiling_Lamp_C_1.DefaultSceneRoot’ is not static (in blueprint “BP_Light_Switch_Marriage_Room_Ceiling_Lamp”), cannot attach ‘/Game/FirstPersonBP/Maps/Scene_01.Scene_01:PersistentLevel.BP_Light_Switch_Marriage_Room_Ceiling_Lamp_C_1.SM_Light_Switch’ which is static to it. Aborting.

[2016.04.28-17.25.39:170][ 0]PIE:Warning: Warning AttachTo: ‘/Game/FirstPersonBP/Maps/Scene_01.Scene_01:PersistentLevel.BP_Light_Switch_Pool_Lantern_C_0.DefaultSceneRoot’ is not static (in blueprint “BP_Light_Switch_Pool_Lantern”), cannot attach ‘/Game/FirstPersonBP/Maps/Scene_01.Scene_01:PersistentLevel.BP_Light_Switch_Pool_Lantern_C_0.SM_Light_Switch’ which is static to it. Aborting.