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AutomationTool: Couldn't update resource

Can't package my game due to this error. I found it at other questions, but checking for Read-only files didn't work. Cook content for Windows works. I even deleted the WindowsNoEditor folder before trying to package again.

 UATHelper: Packaging (Windows (64-bit)): Project.Package: ********** PACKAGE COMMAND STARTED **********
 UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: System.Exception: Couldn't update resource
 UATHelper: Packaging (Windows (64-bit)):    a következő helyen: ModuleResourceUpdate.SetData(Int32 ResourceId, ResourceType Type, Byte[] Data)
 UATHelper: Packaging (Windows (64-bit)):    a következő helyen: ModuleResourceUpdate.SetIcons(Int32 ResourceId, GroupIconResource GroupIcon)
 UATHelper: Packaging (Windows (64-bit)):    a következő helyen: UnrealBuildTool.BaseWindowsDeploy.PrepForUATPackageOrDeploy(FileReference ProjectFile, String ProjectName, String ProjectDirectory, String ExecutablePath, String EngineDirectory, Boolean bForDistribution, String CookFlavor, Boolean bIsDataDeploy)
 UATHelper: Packaging (Windows (64-bit)):    a következő helyen: BaseWinPlatform.Package(ProjectParams Params, DeploymentContext SC, Int32 WorkingCL)
 UATHelper: Packaging (Windows (64-bit)):    a következő helyen: Project.Package(ProjectParams Params, Int32 WorkingCL)
 UATHelper: Packaging (Windows (64-bit)):    a következő helyen: BuildCookRun.DoBuildCookRun(ProjectParams Params)
 UATHelper: Packaging (Windows (64-bit)):    a következő helyen: AutomationTool.BuildCommand.Execute()
 UATHelper: Packaging (Windows (64-bit)):    a következő helyen: AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
 UATHelper: Packaging (Windows (64-bit)):    a következő helyen: AutomationTool.Automation.Process(String[] Arguments)
 UATHelper: Packaging (Windows (64-bit)):    a következő helyen: AutomationTool.Program.MainProc(Object Param)
 UATHelper: Packaging (Windows (64-bit)):    a következő helyen: AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
 UATHelper: Packaging (Windows (64-bit)):    a következő helyen: AutomationTool.Program.Main()
 UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
 UATHelper: Packaging (Windows (64-bit)): BUILD FAILED

Any ideas what could stop the AutomationTool from working?

Product Version: UE 4.14 Preview
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asked Nov 10 '16 at 08:20 PM in Bug Reports

avatar image

CrimsonHawk
531 25 25 43

avatar image CrimsonHawk Nov 10 '16 at 08:31 PM

When trying to launch the game from the editor:

 LogPlayLevel: Project.RunInternal: Starting Client....
 LogPlayLevel: CommandUtils.Run: Run: E:\Unreal\CardNetGame\Saved\StagedBuilds\WindowsNoEditor\CardNetGame\Binaries\Win64\CardNetGame.exe ../../../CardNetGame/CardNetGame.uproject /Game/Maps/MainMenu -stdout -abslog="C:\Users\CrimsonHawk\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+4.14\Client.log" -Messaging -nomcp -Windowed -CrashForUAT -S
 essionId=14E307BD4826C0105D7BB1870303A756 -SessionOwner="CrimsonHawk" -SessionName="Launch On Device"
 LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: System.ComponentModel.Win32Exception (0x80004005): A fájl vagy a könyvtár sérült vagy nem olvasható
 LogPlayLevel:    a következő helyen: System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
 LogPlayLevel:    a következő helyen: AutomationTool.CommandUtils.Run(String App, String CommandLine, String Input, ERunOptions Options, Dictionary`2 Env, SpewFilterCallbackType SpewFilterCallback)
 LogPlayLevel:    a következő helyen: AutomationTool.Platform.RunClient(ERunOptions ClientRunFlags, String ClientApp, String ClientCmdLine, ProjectParams Params)
 LogPlayLevel:    a következő helyen: Project.RunStandaloneClient(List`1 DeployContextList, String ClientLogFile, ERunOptions ClientRunFlags, String ClientApp, String ClientCmdLine, ProjectParams Params)
 LogPlayLevel:    a következő helyen: Project.RunInternal(ProjectParams Params, String ServerLogFile, String ClientLogFile)
 LogPlayLevel:    a következő helyen: Project.Run(ProjectParams Params)
 LogPlayLevel:    a következő helyen: BuildCookRun.DoBuildCookRun(ProjectParams Params)
 LogPlayLevel:    a következő helyen: AutomationTool.BuildCommand.Execute()
 LogPlayLevel:    a következő helyen: AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
avatar image CrimsonHawk Nov 10 '16 at 08:32 PM

A fájl vagy a könyvtár sérült vagy nem olvasható = The file or the folder is damaged or can't be read.

avatar image CrimsonHawk Nov 12 '16 at 02:54 PM

Some more symptoms: "Zip up project" works, even though it makes the .zip into the same folder as the WindowsNoEditor should be. Unzipping the project to another driver and trying to Package the game there, suprisingly works.

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1 answer: sort voted first

This doesn't solve the cause, only fixes the problem (how I did):

  1. Zip up project

  2. Extract to another drive (maybe another folder is enough)

  3. If you had custom plugins copy the Plugins folder from the original to the new one.

  4. Compress your whole original project folder by hand (this will be the backup if anything goes wrong)

  5. Delete the original folder

  6. Copy the new folder back to the original folder's place.

This way my project can package without any problem again!

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answered Nov 12 '16 at 03:40 PM

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CrimsonHawk
531 25 25 43

avatar image Monster1234 Nov 21 '16 at 01:00 AM

I had the same issue today. Your solutiun works but there is a faster way. When you zip up project from editor, it wont zip intermediate and some other folders. So you can just delete your intermediate folder to solve this issue.(after you make a backup of that folder)

https://answers.unrealengine.com/questions/526071/custom-launch-profile-not-working.html#answer-526528

avatar image Begounet Sep 28 '17 at 09:52 AM

Got the same issue and fixed it by closing the editor, deleting Intermediate and Saved directories, then trying again to make a package. It worked!

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