Trouble cooking package (Unable to deploy AppLocalDirectory dependencies)

Hi, can someone help me on this? I was having errors and warning, but found all culprit and now i’m have 0 errors and 0 warnings, but my package fail to build.

here is the log

UATHelper: Packaging (Windows (64-bit)): Project.Cook: ********** COOK COMMAND COMPLETED **********
UATHelper: Packaging (Windows (64-bit)): Project.CopyBuildToStagingDirectory: ********** STAGE COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Project.CreateStagingManifest: Creating Staging Manifest...
UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Unable to deploy AppLocalDirectory dependencies. No such path: E:\Projetos pessoais\TODO\Projeto Archviz\Unreal Brasil\FRAZAOARCH_UE\FrazaoARCH\$(ProjectDir)\Binaries\Win64\Win64
UATHelper: Packaging (Windows (64-bit)):    em BaseWinPlatform.StageAppLocalDependencies(ProjectParams Params, DeploymentContext SC, String PlatformDir)
UATHelper: Packaging (Windows (64-bit)):    em Win64Platform.GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
UATHelper: Packaging (Windows (64-bit)):    em Project.CreateStagingManifest(ProjectParams Params, DeploymentContext SC)
UATHelper: Packaging (Windows (64-bit)):    em Project.CopyBuildToStagingDirectory(ProjectParams Params)
UATHelper: Packaging (Windows (64-bit)):    em BuildCookRun.DoBuildCookRun(ProjectParams Params)
UATHelper: Packaging (Windows (64-bit)):    em BuildCookRun.ExecuteBuild()
UATHelper: Packaging (Windows (64-bit)):    em AutomationTool.BuildCommand.Execute()
UATHelper: Packaging (Windows (64-bit)):    em AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
UATHelper: Packaging (Windows (64-bit)):    em AutomationTool.Automation.Process(String[] Arguments)
UATHelper: Packaging (Windows (64-bit)):    em AutomationTool.Program.MainProc(Object Param)
UATHelper: Packaging (Windows (64-bit)):    em AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
UATHelper: Packaging (Windows (64-bit)):    em AutomationTool.Program.Main()
UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error

On the package project settings i changed:

AppLocal Prerequisites directory

from:
$(EngineDir)/Binaries/Win64

to:
$(ProjectDir)/Binaries/Win64

Didn’t worked on both

I have deleted the files on project/binaries/win64 and only left the dlls, no luck also.

I was able to create a blank fps template for example and build the package, the problem is in my project i think…

I also tried to delete the saved and intermediate folders on my project, but didn’t worked also.
I’m running out of ideas and still having the problem for packing the development win64.

Hi Bigodon ,

Please see https://answers.unrealengine.com/questions/534817/unable-to-deploy-applocaldirectory-dependencies.html for a potential solution as the problem that you are encountering looks very similar.

Hope that helps. Cheers,

thanks for repply, i have contacted the OP of this thread for more information, but still looking for a soluction, in case he won’t repply to me or i cannot get my problem fixed

Ok, i have fixed the problem and i think this is a bug of 4.14.3

What is happened?
UE4 Pre requisite settings is forcing a directory string on top on your original directory, when this happens the engine try to look for app local pre req files on a folder that not exist, causing the build failure.

How to fix if this happens to you?
Just go to your project folder and open the DefaultGame.ini under “Config” and find this string:
ApplocalPrerequisitesDirectory=

change to (Path=“FOLDER_OF_YOUR_PROJECT_BINARIES”)
Mine is ApplocalPrerequisitesDirectory=(Path=“E:/Projetos pessoais/TODO/Projeto Archviz/Unreal Brasil/FRAZAOARCH_UE/FrazaoARCH/Binaries/”)

Do no add the /Win64 on ApplocalPrerequisitesDirectory path, otherside it will result on build failure, because engine will try to look for a win64 folder inside a win64, wich one is not exist.

This is it.