Linux Compile - Build Failed Everytime (Multiple Sources)

Using Windows 8, Built many sources. Building always failed for Linux:

DxDiag: https://dl.dropboxusercontent.com/u/23669094/KitatusStudios%20UE4%20Crash/dxdiag.txt

Build Failed Log: https://dl.dropboxusercontent.com/u/23669094/KitatusStudios%20UE4%20Crash/BUILD%20FAILED%20LOG.txt

Based on the logs, it looks like you’re trying to deploy a Blueprints-only project on Linux. Blueprints-only games use the generic UE4 binaries, and the packaging process assumes that the binaries are already built instead of building fresh ones.

Open the UE4 solution in Visual Studio and build the UE4 target with the Shipping Linux configuration, then try deploying it again. You’ll need to do that for each Linux configuration you want to deploy.

I tried building / re-building the editor with Linux - Shipping but it’s constantly throwing these errors out there:

Error 1 error : clang frontend command failed due to signal (use -v to see invocation) C:\Program Files\Unreal Engine\Git\UE4\UnrealEngine\Engine\Intermediate\ProjectFiles\Clang++.exe UE4

Error 2 error : Failed to produce item: C:\Program Files\Unreal Engine\Git\UE4\UnrealEngine\Engine\Plugins\Runtime\CustomMeshComponent\Binaries\Linux\UE4Game-CustomMeshComponent-Linux-Shipping-Static.a
C:\Program Files\Unreal Engine\Git\UE4\UnrealEngine\Engine\Intermediate\ProjectFiles\ERROR UE4

Error 3 error MSB3073: The command “…\Build\BatchFiles\Build.bat UE4Game Linux Shipping” exited with code -1. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 38 5 UE4

I can’t remember if we built Shipping Linux binaries when testing for the existing releases. I know for a fact that Shipping Linux compiles for 4.2, so the issue should be resolved with the upcoming release, but I’m not sure about your current problem, sorry.

So I downloaded the current pre-release 4.2 from the Git and tried building the shipping Linux and now it’s saying:

Error 1 error : Failed to produce item: C:\Program Files\Unreal Engine\Git\UnrealEngine-4.2.0-preview\Engine\Plugins\Slate\SlateRemote\Binaries\Linux\UE4Game-SlateRemote-Linux-Shipping-Static.a C:\Program Files\Unreal Engine\Git\UnrealEngine-4.2.0-preview\Engine\Intermediate\ProjectFiles\ERROR UE4
Error 2 error MSB3073: The command “…\Build\BatchFiles\Build.bat UE4Game Linux Shipping” exited with code -1. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 38 5 UE4

Bump: No solution currently found.

Update: Built the new preview build for 4.2, compiling the editor for Shipping Linux doesn’t work (See errors below), however, Export > Linux now works. Or at least I thought it did, It takes ages, compiles a lot of more stuff then before, then bam: https://dl.dropboxusercontent.com/u/23669094/KitatusStudios%20UE4%20Crash/NEWerrorlog.txt - That happens.

Shipping Linux doesn’t work in Visual Studio, packaging works for Linux up until a new point: https://dl.dropboxusercontent.com/u/23669094/KitatusStudios%20UE4%20Crash/NEWerrorlog.txt

Still no Linux build of Super Distro :frowning:

In the process you followed for the new error log, did you build the UE4 target in the Development Linux configuration? The log indicates that you were trying to package a Development configuration of the game (instead of Shipping, like in your previous log), so you would need to build those binaries manually, too, before packaging.

As for the build failures, it would be helpful to see the actual compile failure instead of just the message saying the build failed.

Shipping Linux failed, here’s the error log: https://dl.dropboxusercontent.com/u/23669094/KitatusStudios%20UE4%20Crash/ShipError.txt

Edit: Here is what Visual Studio is saying when I tried to build the editor for Linux (To see if that was the problem):

Error 1 error : clang frontend command failed due to signal (use -v to see invocation) C:\Program Files\Unreal Engine\Git\UnrealEngine-4.2.0-preview\Engine\Intermediate\ProjectFiles\Clang++.exe UE4
Error 2 error : Failed to produce item: C:\Program Files\Unreal Engine\Git\UnrealEngine-4.2.0-preview\Engine\Plugins\Slate\SlateRemote\Binaries\Linux\UE4Game-SlateRemote-Linux-Shipping-Static.a C:\Program Files\Unreal Engine\Git\UnrealEngine-4.2.0-preview\Engine\Intermediate\ProjectFiles\ERROR UE4
Error 3 error MSB3073: The command “…\Build\BatchFiles\Rebuild.bat UE4Game Linux Shipping” exited with code 2. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 43 5 UE4

  • Error 1: clang frontend command failed due to signal
  • Error 3: Path that failed: Exec Command="$(NMakeReBuildCommandLine)" Condition="’$(NMakeReBuildCommandLine)’!=’’"/

As Adric said, you need to build UE4 binaries for Linux first. Please set up cross-compiling toolchain as described here: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums , open Visual Studio and build UE4 project in Development (NOT Development Editor) configuration for Linux.

After that, make sure that UE4/Binaries/Linux/UE4Game exists. Then run the editor for your project and package it for Development configuration (which is the default).

You can also build Shipping Linux binary and then you will be able to package your project in Shipping config.

The errors I have been posted (Not the logs, but the errors) are from Visual Studio. I did it again just to make sure and here are the errors:
Error 1 error : Failed to produce item: C:\Program Files\Unreal Engine\Git\UnrealEngine-4.2.0-preview\Engine\Plugins\Slate\SlateRemote\Binaries\Linux\UE4Game-SlateRemote-Static.a C:\Program Files\Unreal Engine\Git\UnrealEngine-4.2.0-preview\Engine\Intermediate\ProjectFiles\ERROR UE4
Error 2 error MSB3073: The command “…\Build\BatchFiles\Build.bat UE4Game Linux Development” exited with code -1. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 38 5 UE4

I already set up the cross toolchain

Could you look for other errors than “failed to produce item” in the build output? Unfortunately “failed to produce item” by itself is not meaningful (just a summary), there should be more specific error(s) before that one.

Here’s the build output:

1>------ Build started: Project: UE4, Configuration: Linux_Development_Game Win32 ------
1> --------------------Build System Warning---------------------------------------
1> Failed to connect to Coordinator:
1> All builds will run in standalone mode.
1> -------------------------------------------------------------------------------
1> Initializing…
1> --------------------Project: Default-------------------------------------------
1> Module.CableComponent.cpp (0:01.15 at +0:00)
1> IncrediBuild [PID 4544, 64bit]: Exception at +0x00000000000C25C9: Failed to find empty code for patch
1> ($CALLTRACE:000000006FEBB120:6FF025C9,3E5,8F2,CA9,DA3,E82F4A,3438,5ED91,AB09,EC15,3F26,8F2A9,4F5,9800000000000000)
1>Clang++.exe : error : clang frontend command failed due to signal (use -v to see invocation)
1> clang version 3.3 (tags/RELEASE_33/final)
1> Target: x86_64-unknown-linux-gnu
1> Thread model: posix
1> Clang++.exe: note: diagnostic msg: PLEASE submit a bug report to and include the crash backtrace, preprocessed source, and associated run script.
1> Clang++.exe: note: diagnostic msg: Error generating preprocessed source(s).
1> Error executing C:\CrossToolchain\bin\Clang++.exe (tool returned code: 1)
1>
1> 1 build system warning(s):
1> - Failed to connect to Coordinator
1>
1> ---------------------- Done ----------------------
1>
1> Rebuild All: 0 succeeded, 1 failed, 0 skipped
1>ERROR : UBT error : Failed to produce item: C:\Program Files\Unreal Engine\Git\UnrealEngine-4.2.0-preview\Engine\Plugins\Slate\SlateRemote\Binaries\Linux\UE4Game-SlateRemote-Static.a
1> XGE execution time: 21.33 seconds
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073: The command “…\Build\BatchFiles\Build.bat UE4Game Linux Development” exited with code -1.
========== Build: 0 succeeded, 1 failed, 1 up-to-date, 0 skipped ==========

This problem may be related to (or even caused by?) Incredibuild - we have seen similar crashes happening when distributing clang builds. Please try compiling with a local executor, this may take longer, but should not crash.

For that, locate BuildConfiguration.xml in your solution (hit Ctrl+, and type BuildConfiguration.xml, prefer one in /Saved directory, if available) and set bAllowXGE to False.

So I’ve done that and the VS completed the build. I’m just waiting for the packaging to finish on UE4 and then I’ll report back. Looking good though.

Yup RCL; You did it! Thanks!

For everyone reading:
TL;DR - The Answer was to disable Incredibuild! :>

Thanks RCL & Adric.Worley for helping me get the Linux build working!

Oh wait, hang on. It randomly failed again. Will build again and report what the errors are.

What did fail, packaging or compiling? Note that UE4Game won’t be (re)built automatically when packaging a content-only project :frowning:

It seems to have fixed itself; So your solution is still “The one!” Thanks!