Automatic packaging, missing receipt
I have a problem during the automatic packaging of my projet, but before that here's how it's launched : I have a build machine which uses teamcity to monitor a perforce server. When a change is detected, teamcity will make a checkout and launch an ant script to build the projet. The ant script is just a wrapper around "runuat.bat". Here's the relevant part :
Here's the generated command that will be executed
asked Jun 16 '16 at 09:03 PM in Packaging & Deployment
I've managed to to solve my problem.
My idea (adding a dummy c++ class) dit not solve my problem but it somehow helped me. Even with the dummy c++ class I was getting the same error, that could only mean one thing : I was missing a step in my build configuration as I could not correctly build and package a projet with c++ code.
So after searching a little bit I found this question : https://answers.unrealengine.com/questions/409205/automated-build-system-errors-ue4editor-xdll-missi.html
In that question, someone was having the same problem as I was having (with the dummy c++ class) in a somewhat similar configuration (build system). He finally found a solution for his situation. His solution was to call UnrealBuildTool directly like this :
C:/Program Files (x86)/Epic Games/4.11/Engine/Binaries/DotNET/UnrealBuildTool.exe ProjectX Development Win64 -project="D:/ProjectX/ProjectX.uproject" -editorrecompile -progress -noubtmakefiles -NoHotReloadFromIDE -2015
I tested that, and it worked too for my problem. I removed the dummy c++ class and that worked too.
I was not happy about the call of UnrealBuildTool directly, because it should not be necessary. You should only call runuat. So after searching a bit more and looking and the available parameters, I finally found it. Here's the step I was missing :
runuat.bat BuildTarget -TargetPlatforms=Win64 -Config=Development -Project=C:\TeamCity\buildAgent\work\6fd58aa5fd550fb0\Test.uproject -Target=Game
The BuildTarget step will generate (or compile) all the necessary intermediate files. In my case, I need that step in a (for now) Blueprint only projet because I use Rama's VictoryBPLibrary runtime plugin. That step will generate the receipt required for the other steps to correctly find and package the plugin with my game.
If you don't use that plugin, but have c++ code, then I think (not tested) you also need to do that step. That step will generate/compile the UE4Editor-XXX.dll file required for the next steps.
Anyway, in my situation, the situation is resolved. I hope the information I put here will help any future searches.
Have a nice day all.
answered Jun 19 '16 at 02:17 PM
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