4.13 source build warning - MSB3245; errors - CS0234, CS0006; Missing DLLs for OneSkyLocalization

Source build on 64, Visual Studio 2015 Community

First Build Project fails and Rebuild Project consistently fails with the following missing DLL/missing assembly warning and errors (full text below): MSB3245, CS0234, CS0006

Errors are related to the OneSkyLocalization plugin

This behavior is the same with the “release” branch and the 4.13 branch on GitHub, as well as the 4.13 branch from Allegorithmic with their Substance plugin


  • 1) Download 4.13 source from GitHub
  • 2) Extract files to directory
  • 3) Run Setup.bat : no errors or warnings
  • 4) Run GenerateProjectFiles.bat : no errors or warnings
  • 5) Open UE4 engine project in VS2015
  • 6) Ensure Development Editor; Win64
  • 7) Build Project : 20 succeeded, 4 failed, 0 up-to-date, 25 skipped - Missing DLL errors as detailed below
  • -BUT-

  • 8) Repeat Build Project: 7 succeeded, 0 failed
  • -BUT-

  • 9) ReBuild Project: Missing DLL errors as detailed below
  • -AND-

  • 10) Right-Click my game .uproject -> switch Unreal Engine version : no errors or warnings
  • 11) Open my game project in VS2015
  • 12) Ensure Debug Game; Win64
  • 13) Build Project : no errors or warnings
  • -BUT-

  • 14) Open my game project in VS2015
  • 15) ReBuild Project : Missing DLL errors as detailed below
  • -AND-

  • 16) Delete .vs, Binaries, DerivedDataCache, Intermediate, and Saved directories in game project directory
  • 17) Right-Click my game .uproject -> Generate Visual Studio project files
  • 18) Open my game project in VS2015
  • 19) ReBuild Project : Missing DLL errors as detailed below

  • 37>C:\Program Files (x86)\MSBuild\14.0\bin\Microsoft.Common.CurrentVersion.targets(1820,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly “OneSkyLocalization.Automation”. Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors.

    37>D:\Program Files\Epic Games\UE413.0s\Engine\Source\Programs\AutomationTool\Scripts\LauncherLocalization.Automation.cs(10,17,10,35): error CS0234: The type or namespace name ‘OneSkyLocalization’ does not exist in the namespace ‘EpicGames’ (are you missing an assembly reference?)

    47>CSC : error CS0006: Metadata file ‘D:\Program Files\Epic Games\UE413.0s\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll’ could not be found

    46>CSC : error CS0006: Metadata file ‘D:\Program Files\Epic Games\UE413.0s\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll’ could not be found

    48>CSC : error CS0006: Metadata file ‘D:\Program Files\Epic Games\UE413.0s\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll’ could not be found

    48>CSC : error CS0006: Metadata file ‘D:\Program Files\Epic Games\UE413.0s\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll’ could not be found

    48>CSC : error CS0006: Metadata file ‘D:\Program Files\Epic Games\UE413.0s\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll’ could not be found

I have the same problem… bump

I am also having this problem with source.

I ended up doing a revert to a backup version of my project.

Redo building out v 4.13, that automation.dll stuff isn’t really important or needed for more c++ or blueprint projects.

My problems were more to do with the VARest plugin and connecting to servers.

I don’t think this in an actual “problem” unless you’re packaging for ship, or testing localization. The project will build and run on my end, I just can’t do a full Rebuild. I can still build my game and test modifications to my game code.

Are you seeing different behavior? Are you unable to test/run game modifications?

Hi GigasightMedia,

I made a few attempts today to build the Engine from source code from the 4.13.0-Release tag (currently the same as the Release branch), and did not see any of the errors that you mentioned. At step 7 of your repro steps, I tried building both the UE4 project, as well as the entire solution, and both times the build completed successfully. I tried doing some rebuilds as well and didn’t have any errors with those either. Do you happen to have any additional information about this issue that may be helpful?

I’ll try the install again on my end, maybe there was something silently preventing Setup.bat from downloading everything properly that has since been rectified? Are changes ever made to a released branch that doesn’t change the version number?

I tried the install steps using the .zip file I downloaded from GitHub on the 10th, and I did the install using a fresh download from today.
Both exhibited the exact same behavior as described above.

I’ve attached the full output from the builds.link text

I’m not sure what other relevant data I can provide. Is there anything you can think of?

I tried again to build 4.13.0 from the source code in the Release branch, and there must be some minor detail I am missing. The section of the log where you are seeing the errors appear looks like this to me:

Build Log

I did notice in your log that you appear to be using an environment variable or something similar for your root path location (~PATHTOUNREAL~). If you don’t use this, does it work for you?

That’s just a search and replace performed on the log text itself after the fact to hide user data.

The path you are using for your engine directory is longer than I’ve been able to use. I had to shorten the “UnrealEngine-4.13.0-release” directory name to “UE413.0” to avoid an error from the Setup.bat download flagging a filename as too long. I don’t think Setup.bat would run properly for me with a root path longer than ~40 characters, including drive letter.

There also is a space in the root path, is it possible that’s causing a problem?

I tried shortening my root folder name to what you use, and added some spaces in the path as well. It still built fine for me.

Could you please download this file to your desktop, remove the .txt extension and run the file? It will create a new info.txt file containing some information about your Visual Studio installation. If you could upload that file here I’ll take a look and see if there may be something unusual with your installation.

Attached.

Username directory is masked with “~USERNAME~” but no other changes have been made to the output.

I took a look at your info file, and everything there appears to be fine. Thank you for providing that. Would you be able to perform a Repair on your Visual Studio installation and see if anything is changed? Also, do you happen to have any other versions of Visual Studio installed? In the past, some older versions of Visual Studio would occasionally cause issues when trying to build the Engine simply by being installed.

No other VS versions exist on the computer. It had 2013 previously, but that was uninstalled when UE4 switched to 2015 (version 10?).
I’ll run a repair install this evening, but I haven’t had any other problems with 4.12.x builds in the meantime.

I got the same message doing the same 7 steps above. Downloaded the zip file. Compiled under Dev Editor, Win64, UE4.

VS 2015 Enterprise, update 3
.Net framework 4.6.01038

Well, I’ve had some fun.
I tried to do a VS repair install, caused a full system hang.
Tried again, and full system hang again.
Decided I might as well do a clean install, so I uninstalled VS and reinstalled it.
Except now when I open my game or the engine project in VS I get a failure message in Output for missing “.NETFramework,Version=v4.0.AssemblyAttributes.cs” - which is supposed to be in the AppData temp directory.
“.NETFramework,Version=v4.5.AssemblyAttributes.cs” exists, but not v4.0

So now I’m running a repair on my new install.

Anyone have any suggestions on how to fix that so I can get back to the original problem? Google says it’s a permissions thing, but I made sure the Temp folder is writeable, and VS doesn’t seem to have any problem read/write/deleting files to its heart’s content for anything else, including the repair I’m currently running.

GigasightMedia - I get that error on projects I do at work. When I do a “Rebuild Solution” by right clicking on the solution file, this adds that stupid file.

So maybe create a blank project that uses the 4.0 framework and do a rebuild solution on it?

I just rebuild by work solution and it “fixes” but I can live with that because my work solutions only take a minute or two to compile.

Thank you.

I have the same behavior on a new, clean Visual Studio install.

I attempted to build the 4.13 project I downloaded on the 10th, and performed a new engine installation from the source downloaded on the 19th (steps 2 - 7 above).

Log files from the first build in each project are attached; I have yet to perform a second build in either. The game project builds without issue. I have not attempted to rebuild the engine or game projects.

Again, explicit paths are masked to hide user data, but are otherwise unchanged.