[Windows] When I launch a game, create the .exe with the default scene, not with the scene that I opened

Hello! I have a problem with the editor.
I start a project with the first person template, so I create a new scene in the same project folder and it’s done, the problem is that when I launch the game, with my scene open, in the folder path where is the .exe file, create the file but with the the default scene.

So, I go to the project setting options > Maps & Modes, and change the Game Default Map and Editor Startup Map to my scene, and is generate another issue. When I try to launch after setting my scene, the launching process send me a Error:
This do not happened before setting the Game Default Maps.

There is another option to setting the scene of the game that I wanna launch? or some solution for the error?

I appreciate A LOT your help, because, I have to many days with the problem.
Thanks everybody!

Here the error:

LogPlayLevel:Display: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel:Display: Program.Main: ERROR: Exception in AutomationTool: Failed to load script DLL: D:\UNREAL ENGINE 4.3\UnrealEngine-4.3.0-release\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll: Could not load file or assembly 'AutomationScripts.Automation, Version=4.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. Operation is not supported. (Exception from HRESULT: 0x80131515)
LogPlayLevel:Display: Stacktrace:    at AutomationTool.ScriptCompiler.LoadPreCompiledScriptAssemblies(List`1 OutScriptAssemblies)
LogPlayLevel:Display:    at AutomationTool.ScriptCompiler.FindAndCompileAllScripts(List`1 AdditionalScriptsFolders)
LogPlayLevel:Display:    at AutomationTool.Automation.Process(String[] CommandLine)
LogPlayLevel:Display:    at AutomationTool.Program.MainProc(Object Param)
LogPlayLevel:Display:    at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
LogPlayLevel:Display:    at AutomationTool.Program.Main()
LogPlayLevel:Display: Program.Main: ERROR: Failed to load script DLL: D:\UNREAL ENGINE 4.3\UnrealEngine-4.3.0-release\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll: Could not load file or assembly 'AutomationScripts.Automation, Version=4.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. Operation is not supported. (Exception from HRESULT: 0x80131515)
LogPlayLevel:Display: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel:Display: Program.Main: AutomationTool exiting with ExitCode=1
LogPlayLevel:Display: Domain_ProcessExit
LogPlayLevel:Display: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel:Display: copying UAT log files...
LogPlayLevel:Display: RunUAT.bat ERROR: AutomationTool was unable to run successfully.
LogPlayLevel:Display: BUILD FAILED

LogEpicStorage:Warning: ReadFile request failed. File request already pending for filename=http://cdn.unrealengine.com/newsfeed/blueprint_icon_b.png
LogEpicStorage:Warning: ReadFile request failed. File request already pending for filename=http://cdn.unrealengine.com/newsfeed/blueprint_icon_b.png

Howdy Hagane,

Thank you for your report. Would you mind sending your Dxdiag to us for further investigation?

Also, could you provide a step by step reproduction of how to recreate your issue. I have attempted to recreate what you have said from the original question but have been unsuccessful with seeing any errors.

Thanks and have a great day!

Hi Hagane,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with the additional information asked in the comment above and we will offer further assistance.

Thank you.

I could fix the problem doing this:

Set in the project settings, the “Global Default Server Game Mode” to the same value as the “Default GameMode” I did this and it’s works for me.

Setting Server default mode does not fix the problem. I also tried editing the ini files, but can’t change the starting scene.

Howdy ,

Thank you for reopening this issue. I am going to need a bit of additional information before I begin digging into this issue. What version of UE4 would you be using when seeing this error? Is that version a Binary or Source build of the Engine? Is there a step by step way that I may be bale to reproduce this issue internally?

Any additional information would be greatly appreciated.

Thanks and have a great day!

I am using Unreal 4.6.7 binary
I encountered the following problem:
a. Create a new project and add two or more scenes
b. Set Game Default Map to be Scene1; build, deploy, and launch on an Android pad. (It works well)
c. Set game Game Default Map to be Scene2; build, deploy, and launch on the pad again (It works and starts from scene2)
d. Change back to starting from Scene1; build, deploy, and launch on the pads. (It still starts from Scene2)
e. Remove Scene2 from the project, ensure the .ini file has the default starting map set to be Scene1; package, deploy, and launch the game on the pad, it still starts Scene2. (uninstalling the and re-installing the project do not help)

I suspected that the game was saved on my sim card. so I cleaned the sim card and re-installed the game. It started with Scene1, and the problem was solved.

It could be either the system shot cut problem or Unreal game saves some data and does not delete or overwrite it when user uninstalls or updates the game (Everything is updated except the starting scene).

Hope it helps you to identify the problem.

Thanks,

Hi Li,

As you are attempting to package for an Android device, this is a completely different issue than the one on which you are posting (it was for a Windows .exe project).

Can you open a new AnswerHub so that we can re-close this problem as resolved and try to concentrate your individual problem in its own thread? Also, this way the original poster does not get any unrelated email updates for his closed issue.

Please include all the above info, along with what device you’re testing and its OS, and what method you’re using to package (compression type, from the Editor or from UFE) and how you’re deploying your project to your device.

Thanks!