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How to fix: Non-editor build cannot depend on non-redistributable modules

Hi everyone,

I'm currently trying to package a prototype we built. Everything works fine in the editor and the VR Preview, but packaging fails with the following error log:

 LogSavePackage: Save=98.08ms
 LogSavePackage: Moving '../../../../../../UE4_Projects/PushConfVR2016_packaging/Saved/UEDPCStrangerThingsViveMap90D8672444FC47B8D4F407A95ACB77BE.tmp' to '../../../../../../UE4_Projects/PushConfVR2016_packaging/Saved/Autosaves/Game/StrangerThings/UEDPCStrangerThingsViveMap.umap'
 LogSavePackage:Display: Finished SavePackage ../../../../../../UE4_Projects/PushConfVR2016_packaging/Saved/Autosaves/Game/StrangerThings/UEDPCStrangerThingsViveMap.umap
 LogEditorTransaction: Undo Spawn Play From Here Start
 UATHelper: Packaging (Windows (64-bit)): Running AutomationTool...
 UATHelper: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/UE4_Projects/PushConfVR2016_packaging/PushVR2016.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=C:/UE4_Projects/PushConfVR2016_packaging/PushVR2016.uproject -cook -stage -archive -archivedirectory=C:/Users/17K-Daniel/
 Desktop/PushVR2016 -package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -clean -prereqs -distribution -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
 UATHelper: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
 UATHelper: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\UE4_Projects\PushConfVR2016_packaging\PushVR2016.uproject
 UATHelper: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
 UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Applications\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe PushVR2016 Win64 Shipping -Project=C:\UE4_Projects\PushConfVR2016_packaging\PushVR2016.uproject -clean C:\UE4_Projects\PushConfVR2016_packaging\PushVR2016.uproject  -remoteini="C:\UE4_Projects\PushConfVR2016_packaging" -n
 obuilduht -NoHotReload
 UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: Non-editor build cannot depend on non-redistributable modules. Details:
 UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Binary C:\UE4_Projects\PushConfVR2016_packaging\Binaries\Win64\PushVR2016-Win64-Shipping.exe depends on: EditorStyle, SourceControl, WorkspaceMenuStructure, CurveAssetEditor, CrashTracker, DesktopPlatform, TargetPlatform, MessageLog, ClassViewer, Settings, HardwareTargeting, DirectoryWatcher, WidgetCa
 rousel, SuperSearch, AddContentDialog, SourceCodeAccess, Documentation, GameProjectGeneration, UATHelper, Merge, BlueprintGraph, KismetWidgets, ExternalImagePicker, SharedSettingsWidgets, DerivedDataCache, HotReload, ActorPickerMode, StatsViewer, DeviceProfileServices, SceneOutliner, Persona, MovieSceneCaptureDialog, SequencerWidgets, SequenceRecorderSection
 s, Sequencer, RawMesh, MaterialUtilities, MeshBoneReduction, MeshSimplifier, MeshUtilities, HierarchicalLODUtilities, HierarchicalLODOutliner, PixelInspectorModule, FbxAutomationBuilderModule, DeviceManager, SettingsEditor, UnrealEdMessages, AutomationController, AutomationWindow, ScreenShotComparisonTools, ScreenShotComparison, ProfilerMessages, ProfilerCli
 ent, Profiler, SessionFrontend, SlateReflector, Layers, LandscapeEditor, WorldBrowser, NewLevelDialog, DeviceProfileEditor, CollectionManager, PlacementMode, UserFeedback, TreeMap, SizeMap, ReferenceViewer, LauncherServices, IntroTutorials, ViewportInteraction, VREditor, LevelEditor, SequenceRecorder, MovieSceneTools, FunctionalTesting, KismetCompiler, Bluep
 rintCompilerCppBackend, BlueprintNativeCodeGen, BlueprintProfiler, Kismet, GraphEditor, Localization, LocalizationService, TranslationEditor, UndoHistory, ProjectTargetPlatformEditor, OutputLog, EditorLiveStreaming, LocalizationDashboard, MainFrame, TextureEditor, CurveTableEditor, DataTableEditor, DestructibleMeshEditor, MaterialEditor, DesktopWidgets, Font
 Editor, SoundCueEditor, SoundClassEditor, AssetTools, SourceControlWindows, ContentBrowser, AnimGraph, InputBindingEditor, SwarmInterface, TargetDeviceServices, InternationalizationSettings, MeshPaint, PluginWarden, BspMode, GameplayDebugger, StaticMeshEditor, DistCurveEditor, Cascade, ConfigEditor, ComponentVisualizers, DetailCustomizations, UMGEditor, Mati
 nee, EditorSettingsViewer, PackagesDialog, PhAT, ProjectLauncher, GeometryMode, TextureAlignMode, FoliageEdit, PackageDependencyInfo, Blutility, NiagaraEditor, MergeActors, ProjectSettingsViewer, PListEditor, AIGraph, BehaviorTreeEditor, EnvironmentQueryEditor, ViewportSnapping, GameplayTagsEditor, GameplayTasksEditor, GameplayAbilitiesEditor, IOSPlatformEdi
 tor, HTML5TargetPlatform, HTML5PlatformEditor, GeometryCacheEd, AndroidDeviceDetection, AndroidPlatformEditor, UnrealEd, EditorWidgets, SceneDepthPickerMode, PropertyEditor.
 UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Binary C:\UE4_Projects\PushConfVR2016_packaging\Plugins\SimpleDataIntegration\Binaries\Win64\UE4-SimpleDataIntegration-Win64-Shipping.lib depends on: EditorStyle, SourceControl, WorkspaceMenuStructure, CurveAssetEditor, CrashTracker, DesktopPlatform, TargetPlatform, MessageLog, ClassViewer, Settings, 
 HardwareTargeting, DirectoryWatcher, WidgetCarousel, SuperSearch, AddContentDialog, SourceCodeAccess, Documentation, GameProjectGeneration, UATHelper, Merge, BlueprintGraph, KismetWidgets, ExternalImagePicker, SharedSettingsWidgets, DerivedDataCache, HotReload, ActorPickerMode, StatsViewer, DeviceProfileServices, SceneOutliner, Persona, MovieSceneCaptureDial
 og, SequencerWidgets, SequenceRecorderSections, Sequencer, RawMesh, MaterialUtilities, MeshBoneReduction, MeshSimplifier, MeshUtilities, HierarchicalLODUtilities, HierarchicalLODOutliner, PixelInspectorModule, FbxAutomationBuilderModule, DeviceManager, SettingsEditor, UnrealEdMessages, AutomationController, AutomationWindow, ScreenShotComparisonTools, Screen
 ShotComparison, ProfilerMessages, ProfilerClient, Profiler, SessionFrontend, SlateReflector, Layers, LandscapeEditor, WorldBrowser, NewLevelDialog, DeviceProfileEditor, CollectionManager, PlacementMode, UserFeedback, TreeMap, SizeMap, ReferenceViewer, LauncherServices, IntroTutorials, ViewportInteraction, VREditor, LevelEditor, SequenceRecorder, MovieSceneTo
 ols, FunctionalTesting, KismetCompiler, BlueprintCompilerCppBackend, BlueprintNativeCodeGen, BlueprintProfiler, Kismet, GraphEditor, Localization, LocalizationService, TranslationEditor, UndoHistory, ProjectTargetPlatformEditor, OutputLog, EditorLiveStreaming, LocalizationDashboard, MainFrame, TextureEditor, CurveTableEditor, DataTableEditor, DestructibleMes
 hEditor, MaterialEditor, DesktopWidgets, FontEditor, SoundCueEditor, SoundClassEditor, AssetTools, SourceControlWindows, ContentBrowser, AnimGraph, InputBindingEditor, SwarmInterface, TargetDeviceServices, InternationalizationSettings, MeshPaint, PluginWarden, BspMode, GameplayDebugger, S
 UATHelper: Packaging (Windows (64-bit)): taticMeshEditor, DistCurveEditor, Cascade, ConfigEditor, ComponentVisualizers, DetailCustomizations, UMGEditor, Matinee, EditorSettingsViewer, PackagesDialog, PhAT, ProjectLauncher, GeometryMode, TextureAlignMode, FoliageEdit, PackageDependencyInfo, Blutility, NiagaraEditor, MergeActors, ProjectSettingsViewer, PListEd
 itor, AIGraph, BehaviorTreeEditor, EnvironmentQueryEditor, ViewportSnapping, GameplayTagsEditor, GameplayTasksEditor, GameplayAbilitiesEditor, IOSPlatformEditor, HTML5TargetPlatform, HTML5PlatformEditor, GeometryCacheEd, AndroidDeviceDetection, AndroidPlatformEditor, UnrealEd, EditorWidgets, SceneDepthPickerMode, PropertyEditor.
 UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Binary C:\UE4_Projects\PushConfVR2016_packaging\Plugins\SimpleDataIntegration\Binaries\Win64\UE4-SimpleDataIntegration-Win64-Shipping.lib depends on: EditorStyle, SourceControl, WorkspaceMenuStructure, CurveAssetEditor, CrashTracker, DesktopPlatform, TargetPlatform, MessageLog, ClassViewer, Settings, 
 HardwareTargeting, DirectoryWatcher, WidgetCarousel, SuperSearch, AddContentDialog, SourceCodeAccess, Documentation, GameProjectGeneration, UATHelper, Merge, BlueprintGraph, KismetWidgets, Exte
 UATHelper: Packaging (Windows (64-bit)): rnalImagePicker, SharedSettingsWidgets, DerivedDataCache, HotReload, ActorPickerMode, StatsViewer, DeviceProfileServices, SceneOutliner, Persona, MovieSceneCaptureDialog, SequencerWidgets, SequenceRecorderSections, Sequencer, RawMesh, MaterialUtilities, MeshBoneReduction, MeshSimplifier, MeshUtilities, HierarchicalLOD
 Utilities, HierarchicalLODOutliner, PixelInspectorModule, FbxAutomationBuilderModule, DeviceManager, SettingsEditor, UnrealEdMessages, AutomationController, AutomationWindow, ScreenShotComparisonTools, ScreenShotComparison, ProfilerMessages, ProfilerClient, Profiler, SessionFrontend, SlateReflector, Layers, LandscapeEditor, WorldBrowser, NewLevelDialog, Devi
 ceProfileEditor, CollectionManager, PlacementMode, UserFeedback, TreeMap, SizeMap, ReferenceViewer, LauncherServices, IntroTutorials, ViewportInteraction, VREditor, LevelEditor, SequenceRecorder, MovieSceneTools, FunctionalTesting, KismetCompiler, BlueprintCompilerCppBackend, BlueprintNativeCodeGen, BlueprintProfiler, Kismet, GraphEditor, Localization, Local
 izationService, TranslationEditor, UndoHistory, ProjectTargetPlatformEditor, OutputLog, EditorLiveStreaming, LocalizationDashboard, MainFrame, TextureEditor, CurveTableEditor, DataTableEditor, DestructibleMeshEditor, MaterialEditor, DesktopWidgets, FontEditor, SoundCueEditor, SoundClassEditor, AssetTools, SourceControlWindows, ContentBrowser, AnimGraph, Inpu
 tBindingEditor, SwarmInterface, TargetDeviceServices, InternationalizationSettings, MeshPaint, PluginWarden, BspMode, GameplayDebugger, StaticMeshEditor, DistCurveEditor, Cascade, ConfigEditor, ComponentVisualizers, DetailCustomizations, UMGEditor, Matinee, EditorSettingsViewer, PackagesDialog, PhAT, ProjectLauncher, GeometryMode, TextureAlignMode, FoliageEd
 it, PackageDependencyInfo, Blutility, NiagaraEditor, MergeActors, ProjectSettingsViewer, PListEditor, AIGraph, BehaviorTreeEditor, EnvironmentQueryEditor, ViewportSnapping, GameplayTagsEditor, GameplayTasksEditor, GameplayAbilitiesEditor, IOSPlatformEditor, HTML5TargetPlatform, HTML5PlatformEditor, GeometryCacheEd, AndroidDeviceDetection, AndroidPlatformEdit
 or, UnrealEd, EditorWidgets, SceneDepthPickerMode, PropertyEditor.
 UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0,6958511s to run UnrealBuildTool.exe, ExitCode=5
 UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Applications\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe PushVR2016 Win64 Shipping -Project=C:\UE4_Projects\PushConfVR2016_packaging\PushVR2016.uproject -clean
  C:\UE4_Projects\PushConfVR2016_packaging\PushVR2016.uproject  -remoteini="C:\UE4_Projects\PushConfVR2016_packaging" -nobuilduht -NoHotReload. See logfile for details: 'UnrealBuildTool-2016.10.24-15.24.09.txt' 
 UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
 UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
 UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
 UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
 UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.UE4Build.CleanWithUBT(String TargetName, UnrealTargetPlatform Platform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
 UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictio
 nary`2 InTargetToManifest)
 UATHelper: Packaging (Windows (64-bit)):    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
 UATHelper: Packaging (Windows (64-bit)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
 UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.BuildCommand.Execute()
 UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
 UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Process(String[] Arguments)
 UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Program.MainProc(Object Param)
 UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
 UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Program.Main()
 UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
 UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
 PackagingResults:Error: Error Unknown Error


Building the solution in VS results in:

 Severity    Code    Description    Project    File    Line    Suppression State
 Error    MSB3075    The command ""C:\Applications\Epic Games\4.13\Engine\Build\BatchFiles\Build.bat" PushVR2016 Win64 Shipping "C:\UE4_Projects\PushConfVR2016_packaging\PushVR2016.uproject" -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.    PushVR2016    C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets    41    
 Error        Non-editor build cannot depend on non-redistributable modules. Details:    PushVR2016    C:\UE4_Projects\PushConfVR2016_packaging\Intermediate\ProjectFiles\EXEC    1    
 

Noteworthy here: I started VS with admin rights.

Does anyone have an idea on how to get rid of those errors? I'm pretty sure it has something to do with the SimpleDataIntegration-Plugin..but I have no idea how to fix it.

Trying to build in the UE with development settings under package results in: UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: C:\Applications\Epic Games\4.13\Engine\Source\Editor\GraphEditor\Public\GraphEditorSettings.h(6): fatal error C1083: Cannot open include file: 'GraphEditorSettings.generated.h': No such file or directory I'm not sure if this is connected (probably)

Any help would be appreciated!

Cheers Daniel

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asked Oct 24 '16 at 12:47 PM in Packaging & Deployment

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colorofblack
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avatar image ImVawx ♦♦ STAFF Oct 24 '16 at 06:32 PM

Hey Daniel,

 exited with code 5. Please verify that you have sufficient rights to run this command.

This is a sort of bad error, in regards to its explanation of whats wrong. In my experience, it comes from when you have a macro that is being used incorrectly, or when you are trying to use a class / type for a variable that is no longer usable.

Something like:

 UPROPERTY( BlueprintCallable, Category = "Test" )

This would cause a error 5 because BlueprintCallable is for UFUNCTION and not UPROPERTY.

With that said, I suggest going through the moduels / plugins / game code you have and double checking it.

avatar image colorofblack Oct 24 '16 at 10:16 PM

Hey Kyle! First of all thanks for your quick reply. I just tried to add the Helios SDI Plugin to an empy/new project. Trying to package it, resuls in the same errors menioned above

An empty project without plugin packages just fine. I guess I will try to follow your recommendation about checking for unusable class/ types though I'm not sure where to start as I'm not really good at C++ and simply put the Helios SDI Plugin in the projects.plugin folder. It baffles me, as the plugin and project work flawlessly when previewing in the editor but packaging seems impossible.

Any other hint would be appreciated, as I really would love to build a project using this setup. (I also posted an issue at the Helios SDI git....wihout any response until now unfortunately)

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Hey colorofblack,

Sadly, we are unable to support third party plugins, such as Helios SDI. The best I can offer is link you their official documentation on how to use the plugin, which is here:

https://github.com/HeliosOrg/SimpleDataIntegration

My recommendation is to follow along with the instruction here. If you continue to have issues, you can also try to contact the developers of the plugin to see if they can give you any advice.

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answered Oct 25 '16 at 02:19 PM

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ImVawx ♦♦ STAFF
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