Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Problems using AutomationTool to produce a distributable editor install


I'm fairly new to Unreal, and looking at the workflow for a team of developers where some are making changes to the engine/editor and others just need to get the resulting binaries. Hence I'm using the AutomationTool and the InstalledEngineBuild.xml script. It mostly works, but I've run into a couple of problems, so any advice would be greatly appreciated:

  1. Building some C# projects such as iPhonePackager.csproj causes an error because they (seem to) try to overwrite DotNETUtilities.dll which is locked. I'm assuming that the AutomationTool exe itself has them locked? I've tried running the automation tool from a different location, but it finds files like the csproj's locally to itself so that doesn't seem to be an option.

  2. I think a similar thing happens during the "Compile Stripped UAT" Node. It produces an error like this: Unable to copy file "obj\Development\MobileDeviceInterface.dll" to "........\Binaries\DotNET\IOS\MobileDeviceInterface.dll". Access to the path '........\Binaries\DotNET\IOS\MobileDeviceInterface.dll' is denied. [C:\ProjectZero\mainline\UE4\Saved\StrippedUAT\Engine\Source\Programs\IOS\MobileDeviceInterface\MobileDeviceInterface.csproj]

Am I going about this the wrong way? My plan is to push the LocalBuilds folder into Perforce and then have a virtual stream for artists that just has that rather than the normal UE4 directory containing all the engine source.

If I were to get this working, is there any documentation on how to use the distributed build feature of the automation tool, or how best to integrate this kind of thing into a CI pipeline?

Thanks in advance, Mat Bailey

Product Version: UE 4.17
more ▼

asked Nov 07 '17 at 01:17 PM in Packaging & Deployment

avatar image

Mathew Bailey

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question