Project Launcher Fail

So I was following this documentation:

But it seems like the build fails

Here is the log its fairly short so I’m just going to copy & paste:

Running AutomationTool...
Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/Users/Dogunistan/Documents/Unreal Projects/WooDoo/WooDoo.uproject BuildCookRun -project=C:/Users/Dogunistan/Documents/Unreal Projects/WooDoo/WooDoo.uproject -noP4 -clientconfig=Shipping -serverconfig=Shipping -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Win64 -targetplatform=Win64 -build -cook -map= -unversionedcookedcontent -pak -createreleaseversion=1.0 -basedonreleaseversion=1.0 -compressed
Automation.Process: Setting up command environment.
WindowsPlatform.get_Compiler: WARNING: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that "Common Tools for Visual C++ 2015" was selected when installing Visual Studio 2015.
CommandEnvironment.SetupBuildEnvironment: WARNING: C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\Tools\..\IDE\Devenv.com does not exist.
CommandEnvironment.SetupBuildEnvironment: WARNING: Assuming no solution compilation capability.
BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Dogunistan\Documents\Unreal Projects\WooDoo\WooDoo.uproject
Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Only staged builds can be paked, use -stage or -skipstage.
   at AutomationTool.ProjectParams.Validate()
   at AutomationTool.ProjectParams.ValidateAndLog()
   at AutomationTool.ProjectParams..ctor(FileReference RawProjectPath, CommandUtils Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList`1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, String UE4Exe, String SignPak, List`1 ClientConfigsToBuild, List`1 ServerConfigsToBuild, ParamList`1 MapsToCook, ParamList`1 DirectoriesToCook, String InternationalizationPreset, ParamList`1 CulturesToCook, ParamList`1 ClientCookedTargets, ParamList`1 EditorTargets, ParamList`1 ServerCookedTargets, List`1 ClientTargetPlatforms, Dictionary`2 ClientDependentPlatformMap, List`1 ServerTargetPlatforms, Dictionary`2 ServerDependentPlatformMap, Nullable`1 Build, Nullable`1 Cook, String CookFlavor, Nullable`1 Run, Nullable`1 SkipServer, Nullable`1 Clean, Nullable`1 Compressed, Nullable`1 UseDebugParamForEditorExe, Nullable`1 IterativeCooking, Nullable`1 CookAll, Nullable`1 CookMapsOnly, Nullable`1 CookOnTheFly, Nullable`1 CookOnTheFlyStreaming, Nullable`1 UnversionedCookedContent, Nullable`1 SkipCookingEditorContent, Nullable`1 NumCookersToSpawn, String AdditionalCookerOptions, String BasedOnReleaseVersion, String CreateReleaseVersion, String CreateReleaseVersionBasePath, String BasedOnReleaseVersionBasePath, Nullable`1 GeneratePatch, String DLCName, String DiffCookedContentPath, Nullable`1 DLCIncludeEngineContent, Nullable`1 NewCook, Nullable`1 OldCook, Nullable`1 CrashReporter, Nullable`1 DedicatedServer, Nullable`1 Client, Nullable`1 Deploy, Nullable`1 FileServer, Nullable`1 Foreign, Nullable`1 ForeignCode, Nullable`1 LogWindow, Nullable`1 NoCleanStage, Nullable`1 NoClient, Nullable`1 NoDebugInfo, Nullable`1 NoXGE, Nullable`1 Package, Nullable`1 Pak, Nullable`1 Prereqs, Nullable`1 NoBootstrapExe, Nullable`1 SignedPak, Nullable`1 NullRHI, Nullable`1 FakeClient, Nullable`1 EditorTest, Nullable`1 RunAutomationTests, String RunAutomationTest, Nullable`1 CrashIndex, Nullable`1 SkipCook, Nullable`1 SkipCookOnTheFly, Nullable`1 SkipPak, Nullable`1 SkipStage, Nullable`1 Stage, Nullable`1 Manifests, Nullable`1 CreateChunkInstall, Nullable`1 Unattended, Nullable`1 NumClients, Nullable`1 Archive, String ArchiveDirectoryParam, Nullable`1 ArchiveMetaData, Nullable`1 CreateAppBundle, ParamList`1 ProgramTargets, Nullable`1 Distribution, Nullable`1 Prebuilt, Nullable`1 RunTimeoutSeconds, String SpecifiedArchitecture, Nullable`1 IterativeDeploy, Nullable`1 FastCook, Nullable`1 IgnoreCookErrors, Nullable`1 RunAssetNativization, Nullable`1 CodeSign, Nullable`1 TreatNonShippingBinariesAsDebugFiles, Nullable`1 UploadSymbols, String Provision, String Certificate, ParamList`1 InMapsToRebuildLightMaps, ParamList`1 TitleID)
   at BuildCookRun.SetupParams()
   at BuildCookRun.ExecuteBuild()
   at AutomationTool.BuildCommand.Execute()
   at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
   at AutomationTool.Automation.Process(String[] CommandLine)
   at AutomationTool.Program.MainProc(Object Param)
   at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
   at AutomationTool.Program.Main()
Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
Domain_ProcessExit
copying UAT log files...
BUILD FAILED

Please help its getting really frustrating…

I do have Visual Studio 2013 and I used it in the previous versions

Hello,

Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that “Common Tools for Visual C++ 2015” was selected when installing Visual Studio 2015.

Please ensure that you have Visual Studio 2015 installed, as well as the Common Tools For Visual C++ option, as this is not included with the default installation and must be enabled manually through the VS installer.

If you still get errors after you install VS 2015, please post a new output log.

Have a great day

You’ll need to install 2015 and the Common Tools for Visual C++ in order to resolve the error message. Again, if you do this and are seeing new errors appear, feel free to provide your new output log so we can take a look at it.

I downloaded Visual Studio 2015 and the Common tools for Visual C++ now when I open the project it says the projects
“The Following modules are missing or built with different engine version:
UE4Editor-WooDoo.dll
Would you like to rebuild them now?”
and I click yes but its says it could not be recompiled.
and this is the log:
link text

Anyway I was able to open the project now when i build gives me this log:

Running AutomationTool...
Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/Program Files/Epic Games/4.12/ BuildCookRun -project=C:/Program Files/Epic Games/4.12/ -noP4 -clientconfig=Shipping -serverconfig=Shipping -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Win64 -targetplatform=Win64 -build -cook -map= -unversionedcookedcontent -pak -createreleaseversion=1.0 -basedonreleaseversion=1.0 -compressed
Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Project 'C:/Program Files/Epic Games/4.12/' does not exist
   at AutomationTool.Automation.ParseParam(String CurrentParam, CommandInfo CurrentCommand, String& OutScriptsForProjectFileName, List`1 OutAdditionalScriptsFolders)
   at AutomationTool.Automation.ParseCommandLine(String[] CommandLine, List`1 OutCommandsToExecute, String& OutScriptsForProjectFileName, List`1 OutAdditionalScriptsFolders)
   at AutomationTool.Automation.Process(String[] CommandLine)
   at AutomationTool.Program.MainProc(Object Param)
   at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
   at AutomationTool.Program.Main()
Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
Domain_ProcessExit
copying UAT log files...
BUILD FAILED

Are you able to package a clean project successfully? If not, please provide the log from that as well. I’d like to see if this is something that is project-specific.

It doesn’t seem like a project specific issue I created a new blank project without starter content and this is the log same error:

Running AutomationTool...
Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/Program Files/Epic Games/4.12/ BuildCookRun -project=C:/Program Files/Epic Games/4.12/ -noP4 -clientconfig=Shipping -serverconfig=Shipping -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Win64 -targetplatform=Win64 -build -cook -map= -unversionedcookedcontent -pak -createreleaseversion=1.0 -basedonreleaseversion=1.0 -compressed
Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Project 'C:/Program Files/Epic Games/4.12/' does not exist
   at AutomationTool.Automation.ParseParam(String CurrentParam, CommandInfo CurrentCommand, String& OutScriptsForProjectFileName, List`1 OutAdditionalScriptsFolders)
   at AutomationTool.Automation.ParseCommandLine(String[] CommandLine, List`1 OutCommandsToExecute, String& OutScriptsForProjectFileName, List`1 OutAdditionalScriptsFolders)
   at AutomationTool.Automation.Process(String[] CommandLine)
   at AutomationTool.Program.MainProc(Object Param)
   at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
   at AutomationTool.Program.Main()
Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
Domain_ProcessExit
copying UAT log files...
BUILD FAILED

Have you ensured to select the project that you’d like to use in the Project Launcher using the dropdown at the top?

Oh, I didn’t select it, now i will…
Ok now its giving me a different error:

link text

I see this error message: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Only staged builds can be paked, use -stage or -skipstage

Have you ensured to follow every step on the tutorial you were following?

Yes but I unchecked build UAT as it was optional and I didn’t know what it did I try with checked

Okay i tried it with build UAT checked, nothing changed, same error

Are you able to package the project successfully if you go to File->Package Project?

Yes I can

After some additional testing, I have not been able to reproduce the error that you are experiencing.

Try going into the Project Launcher and in the Cooker->Advanced Settings dropdown, pass -stage into the Additional Cooker Options. Let me know if that helps. If you receive a new error message, please provide a new log.

Wow that worked like a charm thanks! but I have two questions:
what did -stage do?
and my game is extremly large 824mb I don’t have that much stuff in my project

The issue was that only staged builds can be paked, so using that flag allowed you to resolve the error message that was causing your project to fail to build.

As far as the size of your project goes, perform a quick search in our documentation: Unreal Engine 4 Documentation | Unreal Engine Documentation

You’ll come across some documentation and other Answerhub posts with suggestions as far as how to reduce the size of your game.

Have a great day

Now I’m getting this error:

link text

I think the issue here is that we don’t support 64 bit shipping builds in the binary release. Could you try changing it to Win32 and seeing if that makes a difference?