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Problem with packaging C++ project

When i package my game with development build configuration this error occurs. I tried deleting saved, intermediate, binaries folders and rebuilding projecting. Adding UMGEditor Public Dependency Module to Project.Build.cs was no success. Also i tried building it with shipping build configuration and it was even worse. Packaging new C++ third person project was just fine with no problem. So i think something is wrong with my project.

 Project.Build.cs:
 
 using UnrealBuildTool;
     
     public class LibertyPrime : ModuleRules
     {
         public LibertyPrime(ReadOnlyTargetRules Target) : base(Target)
         {
             PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
     
             if (UEBuildConfiguration.bBuildEditor)
             {
                 PublicDependencyModuleNames.AddRange(new string[] { "UMGEditor" });
             }
     
             PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay" });
             PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "AIModule", "GameplayTasks" });
         }
     }
     
 PACKAGING OUTPUT LOG:
 
     LogPlatformFile: Not using cached read wrapper
     LogInit:Display: RandInit(1682861816) SRandInit(1682861816).
     LogTaskGraph: Started task graph with 5 named threads and 6 total threads with 1 sets of task threads.
     LogStats: Stats thread started at 0.071244
     LogInit: Using libcurl 7.47.1
     LogInit:  - built for x86_64-pc-win32
     LogInit:  - supports SSL with OpenSSL/1.0.2g
     LogInit:  - supports HTTP deflate (compression) using libz 1.2.8
     LogInit:  - other features:
     LogInit:      CURL_VERSION_SSL
     LogInit:      CURL_VERSION_LIBZ
     LogInit:      CURL_VERSION_IPV6
     LogInit:      CURL_VERSION_ASYNCHDNS
     LogInit:      CURL_VERSION_LARGEFILE
     LogInit:      CURL_VERSION_IDN
     LogInit:  CurlRequestOptions (configurable via config and command line):
     LogInit:  - bVerifyPeer = false  - Libcurl will NOT verify peer certificate
     LogInit:  - bUseHttpProxy = false  - Libcurl will NOT use HTTP proxy
     LogInit:  - bDontReuseConnections = false  - Libcurl will reuse connections
     LogInit:  - CertBundlePath = nullptr  - Libcurl will use whatever was configured at build time.
     LogInit: Build: ++UE4+Release-4.16-CL-3561208
     LogInit: Engine Version: 4.16.3-3561208+++UE4+Release-4.16
     LogInit: Compatible Engine Version: 4.16.0-3452394+++UE4+Release-4.16
     LogInit: Net CL: 3452394
     LogDevObjectVersion: Number of dev versions registered: 16
     LogDevObjectVersion:   Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 9
     LogDevObjectVersion:   Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
     LogDevObjectVersion:   Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 2
     LogDevObjectVersion:   Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 17
     LogDevObjectVersion:   Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 23
     LogDevObjectVersion:   Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0
     LogDevObjectVersion:   Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
     LogDevObjectVersion:   Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
     LogDevObjectVersion:   Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
     LogDevObjectVersion:   Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
     LogDevObjectVersion:   Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 15
     LogDevObjectVersion:   Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 4
     LogDevObjectVersion:   Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
     LogDevObjectVersion:   Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
     LogDevObjectVersion:   Private-Geometry (6EACA3D4-40EC-4CC1-B786-8BED09428FC5): 1
     LogDevObjectVersion:   Dev-AnimPhys (29E575DD-E0A3-4627-9D10-D276232CDCEA): 3
     LogInit: Compiled (64-bit): Jul 28 2017 11:49:47
     LogInit: Compiled with Visual C++: 19.00.24215.01
     LogInit: Build Configuration: Development
     LogInit: Branch Name: ++UE4+Release-4.16
     LogInit: Command line:  
     LogInit: Base directory: D:/Epic Games/UE_4.16/Engine/Binaries/Win64/
     LogInit: Installed Engine Build: 1
     LogInit: Presizing for max 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
     LogInit: Object subsystem initialized
     LogInit: Selected Device Profile: [Windows]
     LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
     LogInit: Computer: ASUS-PC
     LogInit: User: asus
     LogInit: CPU Page size=4096, Cores=2
     LogInit: High frequency timer resolution =3.312685 MHz
     LogMemory: Memory total: Physical=11.9GB (12GB approx)
     LogMemory: Platform Memory Stats for Windows
     LogMemory: Process Physical Memory: 273.33 MB used, 273.33 MB peak
     LogMemory: Process Virtual Memory: 260.65 MB used, 260.65 MB peak
     LogMemory: Physical Memory: 3739.31 MB used,  8487.10 MB free, 12226.41 MB total
     LogMemory: Virtual Memory: 618.30 MB used,  8487.10 MB free, 8388608.00 MB total
     LogInit: Using OS detected language (mn-MN).
     LogInit: Using OS detected locale (mn-MN).
     LogTextLocalizationManager: No localization for 'mn-MN' exists, so 'en' will be used for the language.
     LogTextLocalizationManager: No localization for 'mn-MN' exists, so 'en' will be used for the locale.
     LogD3D11RHI: D3D11 adapters:
     LogD3D11RHI:    0. 'NVIDIA GeForce GTX 970' (Feature Level 11_0)
     LogD3D11RHI:       4007/0/5857 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:1, VendorId:0x10de
     LogD3D11RHI: Chosen D3D11 Adapter: 0
     LogD3D11RHI: Creating new Direct3DDevice
     LogD3D11RHI:     GPU DeviceId: 0x13c2 (for the marketing name, search the web for "GPU Device Id")
     LogWindows: EnumDisplayDevices:
     LogWindows:    0. 'NVIDIA GeForce GTX 970' (P:1 D:1)
     LogWindows:    1. 'NVIDIA GeForce GTX 970' (P:0 D:0)
     LogWindows:    2. 'NVIDIA GeForce GTX 970' (P:0 D:0)
     LogWindows:    3. 'NVIDIA GeForce GTX 970' (P:0 D:0)
     LogWindows:    4. 'RDPDD Chained DD' (P:0 D:0)
     LogWindows:    5. 'RDP Encoder Mirror Driver' (P:0 D:0)
     LogWindows:    6. 'RDP Reflector Display Driver' (P:0 D:0)
     LogWindows: DebugString: GetVideoDriverDetailsInvalid PrimaryIsNotTheChoosenAdapter GetVideoDriverDetailsInvalid PrimaryIsNotTheChoosenAdapter GetVideoDriverDetailsInvalid PrimaryIsNotTheChoosenAdapter FoundDriverCount:4 
     LogD3D11RHI:     Adapter Name: NVIDIA GeForce GTX 970
     LogD3D11RHI:   Driver Version: 387.92 (internal:23.21.13.8792, unified:387.92)
     LogD3D11RHI:      Driver Date: 10-6-2017
     LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
     LogD3D11RHI: Async texture creation enabled
     LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 2)
     LogShaderCompilers: Guid format shader working directory is 18 characters bigger than the processId version (../../../../../LibertyPrime/Intermediate/Shaders/WorkingDirectory/6812/).
     LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/asus/AppData/Local/Temp/UnrealShaderWorkingDir/B08C2E16463CFCD72705EE96D7DE06A1/'.
     LogShaderCompilers:Display: Using Local Shader Compiler.
     LogTemp:Display: Loaded TP AllDesktopTargetPlatform
     LogTemp:Display: Loaded TP MacClientTargetPlatform
     LogTemp:Display: Loaded TP MacNoEditorTargetPlatform
     LogTemp:Display: Loaded TP MacServerTargetPlatform
     LogTemp:Display: Loaded TP MacTargetPlatform
     LogTemp:Display: Loaded TP WindowsClientTargetPlatform
     LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
     LogTemp:Display: Loaded TP WindowsServerTargetPlatform
     LogTemp:Display: Loaded TP WindowsTargetPlatform
     LogTemp:Display: Loaded TP AndroidTargetPlatform
     LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
     LogTemp:Display: Loaded TP Android_ATCTargetPlatform
     LogTemp:Display: Loaded TP Android_DXTTargetPlatform
     LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
     LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
     LogTemp:Display: Loaded TP Android_MultiTargetPlatform
     LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
     LogTemp:Display: Loaded TP HTML5TargetPlatform
     LogTemp:Display: Loaded TP IOSTargetPlatform
     LogTemp:Display: Loaded TP TVOSTargetPlatform
     LogTemp:Display: Loaded TP LinuxClientTargetPlatform
     LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
     LogTemp:Display: Loaded TP LinuxServerTargetPlatform
     LogTemp:Display: Loaded TP LinuxTargetPlatform
     LogTargetPlatformManager:Display: Building Assets For Windows
     LogDerivedDataCache:Display: Max Cache Size: 512 MB
     LogDerivedDataCache: Loaded boot cache 0.11s 98MB C:/Users/asus/AppData/Local/UnrealEngine/4.16/DerivedDataCache/Boot.ddc.
     LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/asus/AppData/Local/UnrealEngine/4.16/DerivedDataCache/Boot.ddc
     LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file ../../../../../LibertyPrime/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
     LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
     LogDerivedDataCache: FDerivedDataBackendGraph:  CompressedPak pak cache file ../../../../../LibertyPrime/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
     LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
     LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
     LogDerivedDataCache: Using Local data cache path C:/Users/asus/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
     LogMaterial: Verifying Global Shaders for PCD3D_SM5
     LogSlate: Using Freetype 2.6.0
     LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
     LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
     LogInit: Selected Device Profile: [Windows]
     LogContentStreaming: Texture pool size is 0.00 MB
     LogMeshUtilities: Using QuadricMeshReduction for automatic static mesh reduction
     LogSimplygon: Simplygon DLL not present - disabling.
     LogMeshUtilities: Using SimplygonSwarm for distributed automatic mesh merging
     LogMeshUtilities: No automatic skeletal mesh reduction module available
     LogMeshUtilities: No automatic mesh merging module available
     LogNetVersion: LibertyPrime , NetCL: 3452394, EngineNetVer: 2, GameNetVer: 0 (Checksum: 3662726312)
     LogAssetRegistry: FAssetRegistry took 0.0238 seconds to start up
     LogPackageLocalizationCache: Processed 4 localized package path(s) for 1 prioritized culture(s) in 0.009973 seconds
     LogUObjectArray: 34194 objects as part of root set at end of initial load.
     LogUObjectAllocator: 7260424 out of 0 bytes used by permanent object pool.
     LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
     LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
     LogTcpMessaging: Initializing TcpMessaging bridge
     LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
     LogMaterial: Uniform references updated for custom material expression Custom.
     SourceControl: Info Source control is disabled
     SourceControl: Info Source control is disabled
     SourceControl: Info Source control is disabled
     SourceControl: Info Source control is disabled
     LogLinker:Warning: Asset '../../../../../LibertyPrime/Content/TopDownCPP/TopDownOverview.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
     LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance
     LogEngine: Initializing Engine...
     LogHMD: Failed to initialize OpenVR with code 100
     LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset -  0.000 s
     LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast -  0.000 s
     LogAIModule: Creating AISystem for world Untitled
     LogInit: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
     LogInit: FAudioDevice initialized.
     LogDerivedDataCache: Saved boot cache 0.05s 98MB C:/Users/asus/AppData/Local/UnrealEngine/4.16/DerivedDataCache/Boot.ddc.
     LogInit: Texture streaming: Enabled
     LogEngineSessionManager: EngineSessionManager initialized
     LogInit: Transaction tracking system initialized
     BlueprintLog: New page: Editor Load
     LocalizationService: Info Localization service is disabled
     LogCook:Display: Max memory allowance for cook 16384mb min free memory 0mb
     LogCook:Display: Mobile HDR setting 1
     LogFileCache: Scanning file cache for directory 'D:/LibertyPrime/Content/' took 0.10s
     SourceControl: Info Source control is disabled
     Cmd: MAP LOAD FILE="../../../../../LibertyPrime/Content/MultistoryDungeons/Scenes/Demo_01.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
     LightingResults: New page: Lighting Build
     MapCheck: New page: Map Check
     LightingResults: New page: Lighting Build
     LogAIModule: Creating AISystem for world Demo_01
     LogEditorServer: Finished looking for orphan Actors (0.000 secs)
     Cmd: MAP CHECKDEP NOCLEARLOG
     MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 82.604ms to complete.
     LogFileHelpers: Loading map 'Demo_01' took 3.083
     LogCollectionManager: Loaded 0 collections in 0.001920 seconds
     LogFileCache: Scanning file cache for directory 'D:/LibertyPrime/Saved/Collections/' took 0.01s
     LogFileCache: Scanning file cache for directory 'D:/LibertyPrime/Content/Developers/asus/Collections/' took 0.01s
     LogFileCache: Scanning file cache for directory 'D:/LibertyPrime/Content/Collections/' took 0.01s
     LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000002 seconds
     LogContentBrowser: Native class hierarchy populated in 0.0124 seconds. Added 2374 classes and 507 folders.
     LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0033 seconds. Added 0 classes and 0 folders.
     LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0033 seconds. Added 0 classes and 0 folders.
     LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0033 seconds. Added 1 classes and 2 folders.
     LogCrashTracker: Crashtracker disabled due to settings.
     LogSlate: Took 0.000321 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
     LogSlate: Took 0.000156 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K)
     LogSlate: Took 0.000160 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/FontAwesome.ttf' (139K)
     LogRenderer: Reallocating scene render targets to support 904x528 NumSamples 1 (Frame:1).
     LogSlate: Took 0.000161 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (159K)
     LogUObjectGlobals:Warning: Failed to find object 'Class None.'
     LogContentBrowser: Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0034 seconds. Added 1 classes and 2 folders.
     LogLoad: (Engine Initialization) Total time: 15.63 seconds
     LogLoad: (Engine Initialization) Total Blueprint compile time: 0.47 seconds
     LogExternalProfiler: Found external profiler: VSPerf
     LogExternalProfiler: Using external profiler: VSPerf
     LogOcInput: OculusInput pre-init called
     LogHMD: Starting GearVRController plugin
     LogContentStreaming: Texture pool size now 1000 MB
     LogAssetRegistry: Asset discovery search completed in 13.6696 seconds
     LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000001 seconds (found 0 objects)
     LogCollectionManager: Fixed up redirectors for 0 collections in 0.000039 seconds (updated 0 objects)
     UATHelper: Packaging (Windows (64-bit)): Running AutomationTool...
     UATHelper: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=D:/LibertyPrime/LibertyPrime.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=D:/LibertyPrime/LibertyPrime.uproject -cook -stage -archive -archivedirectory=D:/LibertyPrimePackage -package -clientconfig=Development -ue4exe=
     UE4Editor-Cmd.exe -clean -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -utf8output
     UATHelper: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for D:\LibertyPrime\LibertyPrime.uproject
     UATHelper: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
     UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: D:\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe LibertyPrime Win64 Development -Project=D:\LibertyPrime\LibertyPrime.uproject -clean D:\LibertyPrime\LibertyPrime.uproject -NoUBTMakefiles  -remoteini="D:\LibertyPrime" -nobuilduht -NoHotReload
     LogSlate: Took 0.000209 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/DroidSansMono.ttf' (77K)
     UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 3,7182127s to run UnrealBuildTool.exe, ExitCode=0
     UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: D:\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe LibertyPrime Win64 Development -Project=D:\LibertyPrime\LibertyPrime.uproject  D:\LibertyPrime\LibertyPrime.uproject -NoUBTMakefiles  -remoteini="D:\LibertyPrime" -noxge -generatemanifest -NoHotReload -ignorejunk
     UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 1,7871022s to run UnrealBuildTool.exe, ExitCode=0
     UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: D:\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe LibertyPrime Win64 Development -Project=D:\LibertyPrime\LibertyPrime.uproject  D:\LibertyPrime\LibertyPrime.uproject -NoUBTMakefiles  -remoteini="D:\LibertyPrime" -noxge -NoHotReload -ignorejunk
     UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Parsing headers for LibertyPrime
     UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool:   Running UnrealHeaderTool "D:\LibertyPrime\LibertyPrime.uproject" "D:\LibertyPrime\Intermediate\Build\Win64\LibertyPrime\Development\LibertyPrime.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
     UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Reflection code generated for LibertyPrime in 8,7679383 seconds
     UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 7 actions (2 in parallel)
     UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: PCH.UELinkerFixups.cpp
     UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: SharedPCH.Engine.cpp
     UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: [3/7] Resource PCLaunch.rc
     UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: UELinkerFixups.cpp
     UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Module.LibertyPrime.cpp
     UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: LibertyPrime.generated.cpp
     UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: [7/7] Link LibertyPrime.exe
     UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: LINK : fatal error LNK1181: cannot open input file 'D:\Epic Games\UE_4.16\Engine\Binaries\Win64\UE4-UMGEditor.lib'
     UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: D:\LibertyPrime\Binaries\Win64\LibertyPrime.exe
     UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 37,60 seconds (Local executor: 0,00 seconds)
     UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 37,8581653s 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): D:\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe LibertyPrime Win64 Development -Project=D:\LibertyPrime\LibertyPrime.uproject  D:\LibertyPrime\LibertyPrime.upro
     ject -NoUBTMakefiles  -remoteini="D:\LibertyPrime" -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2017.10.29-17.11.28.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) in D:\Epic Games\UE_4.16\Engine\Source\Programs\AutomationTool\AutomationUtils\ProcessUtils.cs:line 913
     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) in D:\Epic Games\UE_4.16\Engine\Source\Programs\AutomationTool\AutomationUtils\Pr
     ocessUtils.cs:line 866
     UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars) in D:\Epic Games\UE_4.16\Engine\Source\Programs\AutomationTool\AutomationUtils\UBTUtils.cs:line 51
     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) in D:\Epic Games\UE_4.16\Engine\Source\Programs\AutomationTool\AutomationUtils\UBTUtils.cs:line 89
     UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars) in
      D:\Epic Games\UE_4.16\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 373
     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) in D:\Epic Games\UE_4.16\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 1485
     UATHelper: Packaging (Windows (64-bit)):    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) in D:\Epic Games\UE_4.16\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:line 192
     UATHelper: Packaging (Windows (64-bit)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params) in D:\Epic Games\UE_4.16\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 207
     UATHelper: Packaging (Windows (64-bit)):    at BuildCookRun.ExecuteBuild() in D:\Epic Games\UE_4.16\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 40
     UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.BuildCommand.Execute() in D:\Epic Games\UE_4.16\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 100
     UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) in D:\Epic Games\UE_4.16\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 566
     UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Process(String[] Arguments) in D:\Epic Games\UE_4.16\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 536
     UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Program.MainProc(Object Param) in D:\Epic Games\UE_4.16\Engine\Source\Programs\AutomationTool\Program.cs:line 133
     UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) in D:\Epic Games\UE_4.16\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 708
     UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Program.Main() in D:\Epic Games\UE_4.16\Engine\Source\Programs\AutomationTool\Program.cs:line 57
     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


Product Version: UE 4.16
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asked Oct 29 '17 at 04:33 AM in Packaging & Deployment

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JokerDoky
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Have you tried like this:

     if(Target.Type == TargetRules.TargetType.Editor)
     {
         PrivateDependencyModuleNames.Add("UnrealEd");
     }
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answered Oct 29 '17 at 04:40 AM

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Flash7
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avatar image JokerDoky Oct 29 '17 at 04:59 AM

i just tried adding it. Unfortunately no success. Still get the same error saying: UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: LINK : fatal error LNK1181: cannot open input file 'D:\Epic Games\UE_4.16\Engine\Binaries\Win64\UE4-UMGEditor.lib'. There is no UE4-UMGEditor.lib file in specified directory. What should i do? packaging C++ new third person project was just fine without this UE4-UMGEditor.lib file.

avatar image Flash7 Oct 29 '17 at 02:32 PM

But if you are packaging, why do you need UE4-UMGEditor? In packaged version there is no editor. if you use editor's code, you will need to place it inside #if WITH_EDITOR

avatar image JokerDoky Oct 29 '17 at 04:22 PM

Error that occurs when packaging game was UE4-UMGEditor.lib was missing.

avatar image Flash7 Oct 29 '17 at 05:12 PM

yes, it is from the editor. When you package a game - there is no editor.

avatar image JokerDoky Oct 29 '17 at 06:11 PM

Maybe when packaging with development configuration some editors comes along with the game. Can you tell me if you have UE4-UMGEditor.lib file in your engine directory? 'Epic Games\UE_4.16\Engine\Binaries\Win64\UE4-UMGEditor.lib'

avatar image JokerDoky Oct 29 '17 at 06:35 PM

Fixed the problem. Problem was the uproject file. In uproject file UMGEditor was added as Additional Dependencies, so removing it fixed the problem

avatar image Flash7 Oct 29 '17 at 07:02 PM

awesome! :)

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