I keep getting this error when trying to create packaged projects in UE 4.20. I have absolutely no idea what “EditorWidgets.precompiled” is, but apparently it’s not there.
UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Running: C:\Program Files\Epic Games\UE_4.20\Engine\Binaries\DotNET\UnrealBuildTool.exe ECGame Win64 DebugGame -Project=E:\P4\JBaxter_Work\Eclipse\Eclipse_Steam\ECGame\ECGame.uproject E:\P4\JBaxter_Work\Eclipse\Eclipse_Steam\ECGame\ECGame.uproject -NoUBTMakefiles -remoteini="E:\P4\JBaxter_Work\Eclipse\Eclipse_Steam\
ECGame" -skipdeploy -noxge -generatemanifest -NoHotReload -log="C:\Users\James\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\UBT-ECGame-Win64-DebugGame.txt"
UATHelper: Packaging (Windows (64-bit)): Using Visual Studio 2017 14.13.26128 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.13.26128) and Windows 10.0.16299.0 SDK (C:\Program Files (x86)\Windows Kits\10).
UATHelper: Packaging (Windows (64-bit)): ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files\Epic Games\UE_4.20\Engine\Intermediate\Build\Win64\UE4\Development\EditorWidgets\EditorWidgets.precompiled'.
UATHelper: Packaging (Windows (64-bit)): at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
UATHelper: Packaging (Windows (64-bit)): at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
UATHelper: Packaging (Windows (64-bit)): at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
UATHelper: Packaging (Windows (64-bit)): at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost)
UATHelper: Packaging (Windows (64-bit)): at System.IO.File.InternalReadAllText(String path, Encoding encoding, Boolean checkHost)
UATHelper: Packaging (Windows (64-bit)): at Tools.DotNETCommon.JsonObject.Read(FileReference File) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\DotNETCommon\DotNETUtilities\JsonObject.cs:line 50
UATHelper: Packaging (Windows (64-bit)): at UnrealBuildTool.PrecompiledManifest.Read(FileReference Location) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\PrecompiledManifest.cs:line 37
UATHelper: Packaging (Windows (64-bit)): at UnrealBuildTool.UEBuildModuleCPP.Compile(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment BinaryCompileEnvironment, List`1 SharedPCHs, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configurat
ion\UEBuildModuleCPP.cs:line 425
UATHelper: Packaging (Windows (64-bit)): at UnrealBuildTool.UEBuildBinary.SetupBinaryLinkEnvironment(ReadOnlyTargetRules Target, UEToolChain ToolChain, LinkEnvironment LinkEnvironment, CppCompileEnvironment CompileEnvironment, List`1 SharedPCHs, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph) in D:\Build\++UE4\Sync\Saved\CsTools\Engine
\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 593
UATHelper: Packaging (Windows (64-bit)): at UnrealBuildTool.UEBuildBinary.Build(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment, List`1 SharedPCHs, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\Unre
alBuildTool\Configuration\UEBuildBinary.cs:line 196
UATHelper: Packaging (Windows (64-bit)): at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, CPPHeaders Headers, List`1 OutputItems, List`1 UObjectModules, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph, EHotReload HotReload, Boolean bIsAssemblingBuild) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Progra
ms\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 2354
UATHelper: Packaging (Windows (64-bit)): at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String[] Arguments, FileReference ProjectFile, Boolean bCatchExceptions) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 1480
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\James\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\UBT-ECGame-Win64-DebugGame.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): Took 20.3576467s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\James\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\UBT-ECGame-Win64-DebugGame.txt)
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\James\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files\Epic Games\UE_4.20\Engine\Intermediate\Build\Win64\UE4\Development\EditorWidgets\EditorWidgets.precompiled'.
PackagingResults: Error: UnrealBuildTool failed. See log for more details. (C:\Users\James\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\UBT-ECGame-Win64-DebugGame.txt)
PackagingResults: Error: Unknown Error