Editor Target not Found!

Whenever I attempt to package or cook my game from within the editor (shipping VS compilation works fine) I get the following output:

UATHelper: Cooking (Windows): Running AutomationTool...
UATHelper: Cooking (Windows): Automation.ParseCommandLine: Parsing command line: BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project="D:/UnrealEngine4/Projects/Amhran 4.13/Amhran.uproject" -cook -ue4exe=UE4Editor-Cmd.exe -targetplatform=Win64
UATHelper: Cooking (Windows): Automation.Process: Setting up command environment.
UATHelper: Cooking (Windows): BuildCookRun.SetupParams: Setting up ProjectParams for D:\UnrealEngine4\Projects\Amhran 4.13\Amhran.uproject
UATHelper: Cooking (Windows): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Editor target not found!
UATHelper: Cooking (Windows):    at AutomationTool.ProjectParams.AutodetectSettings(Boolean bReset)
UATHelper: Cooking (Windows):    at AutomationTool.ProjectParams..ctor(FileReference RawPr
UATHelper: Cooking (Windows): ojectPath, 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, Param
List`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, N
ullable`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 EncryptIniFiles, 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, String AppLocalDirectory, Nullable`1 NoBootstrapExe, Nullab
le`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 N
umClients, 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)
UATHelper: Cooking (Windows):    at BuildCookRun.SetupParams()
UATHelper: Cooking (Windows):    at BuildCookRun.ExecuteBuild()
UATHelper: Cooking (Windows):    at AutomationTool.BuildCommand.Execute()
UATHelper: Cooking (Windows):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
UATHelper: Cooking (Windows):    at AutomationTool.Automation.Process(String[] Arguments)
UATHelper: Cooking (Windows):    at AutomationTool.Program.MainProc(Object Param)
UATHelper: Cooking (Windows):    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
UATHelper: Cooking (Windows):    at AutomationTool.Program.Main()
UATHelper: Cooking (Windows): Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Cooking (Windows): BUILD FAILED

And obviously the build fails. Let me draw your attention to the line:

UATHelper: Cooking (Windows): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Editor target not found!

Does anyone know what can cause this error?

Bump. This issue is still halting all progress for me. Any insight would be greatly appreciated!

Try right clicking on the Contents Folder in the Content Browser and selecting “fix up redirectors in folder.” Then in Project Settings>Packaging>select “Full Rebuild.” Also delete your Intermediate and Saved folders and try to package again from the Binary. (Make sure you have Visual Studio closed at this time.)

4 Likes

Did you try what I’ve suggested. Was there any change in the logs?

There’s no change. It’s worth noting that I already was doing a full rebuild.

Please post the entire output log; not just the end. Inside the text file, command + f to search for word “Error.” First items listed under Warning/Error Summary is typically what’s causing your package to fail. (If anything is listed there.) I’ve already searched for the error “Editor target not found!” A few results, but nothing definitive. You may want to search that and double-check in case I’ve missed something.

Thanks for the responses, but that is the entire output of the packaging. Here is the log for starting up the editor if it helps, and here is a re-upload of the current packaging log. I’ll definitely do what you’ve recommended, but I’m going to be busy for a little bit so I figured I’d post these in the meantime. Thanks again.

Update: After having some time to revisit the problem, I reviewed my startup log and it appears I’m getting an issue with the error:

LogOutputDevice:Error: Ensure condition failed: AttachmentRules.LocationRule == EAttachmentRule::KeepRelative && AttachmentRules.RotationRule == EAttachmentRule::KeepRelative && AttachmentRules.ScaleRule == EAttachmentRule::KeepRelative [File:D:\Build\++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp] [Line: 1
482]
LogOutputDevice:Error: AttachToComponent when called from a constructor is only setting up attachment and will always be treated as KeepRelative. Consider calling SetupAttachment directly instead.

The only trouble is that I’m not ever calling AttachToComponent as I’ve already replaced all calls to it with SetupAttachment as suggested. Any ideas what could possibly be causing this? Perhaps something not in the game’s code?

Try navigating to the Contents folder in the Content Browser, right-clicking and selecting “fix up redirectors in folder.” Also run a map check on all levels.

If neither of these resolve the issue, let me know.

Thank you so much for the replies, ! Unfortunately these steps have still not produced a change in the output. Later tonight or tomorrow I was planning to attempt to migrate my project piece-by-piece to a new project and just continuously attempt to build until I can find the offending asset. It’s going to be a pain, but I feel like it’s pretty necessary at this point.

Looking at this again, I found this Handle Ensure error:

Error: AttachToComponent when called from a constructor is only setting up attachment and will always be treated as KeepRelative. Consider calling SetupAttachment directly instead.
LogOutputDevice:Error: Stack:

This type of error is known to prevent packaging. Please correct this in your project and let me know if it does not resolve the issue.

If it does not, please post a new (entire) output log. -Thanks!

Thanks for the response, but I’ve actually already brought attention to that error in a previous comment, however I am never actually calling AttachToComponent anymore. I was in a previous build, however I have long since corrected the issue. Beyond doing simple searches of the Windows directory to confirm this, I have now ported my project into a new project (with blueprints, content, and code) and the AttachToComponent error does not occur and packaging works correctly. Unfortunately I am now getting an error where Unreal seems unable to correctly call my C++ handles when firing action mappings in that project, but that is an issue for a different post. The point is that there is no possible way that my code could be causing that error. Is there anything at all you could suggest that I check?

I was going back and forth between issues and forgot that you had already posted the aforementioned error. I cannot say off the top of my head what would cause this error from appearing if it has been corrected in the project already since “fix up redirectors…” did not resolve this.

You could try deleting the Saved and Intermediate and Config files from your Project Folder (be sure to back these up first so you can reinstall the config file if it does not make a difference.) Other than that, I’d have to have the project here to inspect it more closely.

If you want, you can send a link to your project (as a zipped file) to me at on our and I’ll take a look.

I had the same issue and doing that fixed it for me. Thanks a ton !

It works for me. You’re legend! TX sooooo much