MainFrameActions: Packaging (Mac): Running AutomationTool... MainFrameActions: Packaging (Mac): Setting up Mono MainFrameActions: Packaging (Mac): Start UAT: mono AutomationTool.exe BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=/Volumes/Seagate_Expansion_Drive/Unreal/Strat/Strat.uproject -cook -stage -archive -archivedirectory=/Volumes/Seagate_Expansion_Drive/Unreal/Strat/Packaged -package -clientconfig=DebugGame -ue4exe=UE4Editor -clean -pak -prereqs -nodebuginfo -targetplatform=Mac -build -CrashReporter -utf8output MainFrameActions: Packaging (Mac): Program.Main: CWD=/Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET MainFrameActions: Packaging (Mac): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=/Volumes/Seagate_Expansion_Drive/Unreal/Strat/Strat.uproject -cook -stage -archive -archivedirectory=/Volumes/Seagate_Expansion_Drive/Unreal/Strat/Packaged -package -clientconfig=DebugGame -ue4exe=UE4Editor -clean -pak -prereqs -nodebuginfo -targetplatform=Mac -build -CrashReporter -utf8output MainFrameActions: Packaging (Mac): Automation.Process: IsBuildMachine=False MainFrameActions: Packaging (Mac): Automation.Process: ShouldKillProcesses=True MainFrameActions: Packaging (Mac): Automation.Process: Setting up command environment. MainFrameActions: Packaging (Mac): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=/Users/Shared/UnrealEngine/4.10/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Mac): ProjectUtils.CleanupFolders: Cleaning up project rules folder MainFrameActions: Packaging (Mac): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(/var/folders/2k/zc5dkssx3_zgqg24dphn57dr0000gn/T/UAT/+Users+Shared+UnrealEngine+4.10/Rules) MainFrameActions: Packaging (Mac): Automation.Process: Compiling scripts. MainFrameActions: Packaging (Mac): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs MainFrameActions: Packaging (Mac): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s). MainFrameActions: Packaging (Mac): BuildCookRun.SetupParams: Setting up ProjectParams for /Volumes/Seagate_Expansion_Drive/Unreal/Strat/Strat.uproject MainFrameActions: Packaging (Mac): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: /var/folders/2k/zc5dkssx3_zgqg24dphn57dr0000gn/T/UAT/+Users+Shared+UnrealEngine+4.10/Rules/UATRules724527650.dll MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: Project Params ************** MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: AdditionalServerMapParams= MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: Archive=True MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: ArchiveMetaData=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: CreateAppBundle=True MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: BaseArchiveDirectory=/Volumes/Seagate_Expansion_Drive/Unreal/Strat/Packaged MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: BaseStageDirectory=/Volumes/Seagate_Expansion_Drive/Unreal/Strat/Saved/StagedBuilds MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: Build=True MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: Cook=True MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: Clean=True MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: Client=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: ClientConfigsToBuild=DebugGame MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: ClientCookedTargets=Strat MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: ClientTargetPlatform=Mac MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: Compressed=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: CookFlavor= MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: CookOnTheFly=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: UnversionedCookedContent=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: SkipCookingEditorContent=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: NumCookersToSpawn=0 MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: GeneratePatch=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: CreateReleaseVersion= MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: BasedOnReleaseVersion= MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: DLCName= MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: AdditionalCookerOptions= MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: DedicatedServer=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: DirectoriesToCook= MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: CulturesToCook= MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: EditorTargets= MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: Foreign=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: IsCodeBasedProject=True MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: IsProgramTarget=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: IterativeCooking=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: CookAll=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: CookMapsOnly=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: Deploy=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: IterativeDeploy=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: FastCook=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: LogWindow=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: Manifests=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: MapToRun= MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: NoClient=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: NumClients=0 MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: NoDebugInfo=True MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: NoCleanStage=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: NoXGE=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: MapsToCook= MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: Pak=True MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: Package=True MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: NullRHI=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: FakeClient=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: EditorTest=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: RunAutomationTests=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: RunAutomationTest= MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0 MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: CrashIndex=0 MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: ProgramTargets= MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: ProjectBinariesFolder=/Volumes/Seagate_Expansion_Drive/Unreal/Strat/Binaries/Mac MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: ProjectBinariesPath=/Volumes/Seagate_Expansion_Drive/Unreal/Strat/Binaries/Mac MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: ProjectGameExeFilename=/Volumes/Seagate_Expansion_Drive/Unreal/Strat/Binaries/Mac/Strat MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: ProjectGameExePath=/Volumes/Seagate_Expansion_Drive/Unreal/Strat/Binaries/Mac/Strat MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: Distribution=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: Prebuilt=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: Prereqs=True MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: NoBootstrapExe=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: RawProjectPath=/Volumes/Seagate_Expansion_Drive/Unreal/Strat/Strat.uproject MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: Rocket=True MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: Run=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: ServerCookedTargets= MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: ServerTargetPlatform=Mac MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: ShortProjectName=Strat MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: SignedPak=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: SignPak= MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: SkipCook=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: SkipPak=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: SkipStage=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: Stage=True MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: bUsesSteam=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: bUsesCEF3=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: bUsesSlate=True MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False MainFrameActions: Packaging (Mac): ProjectParams.ValidateAndLog: Project Params ************** MainFrameActions: Packaging (Mac): Project.Build: ********** BUILD COMMAND STARTED ********** MainFrameActions: Packaging (Mac): UE4Build.Build: XGE was requested, but is unavailable, so we won't use it. MainFrameActions: Packaging (Mac): UE4Build.Build: ************************* UE4Build: MainFrameActions: Packaging (Mac): UE4Build.Build: ************************* ForceMonolithic: False MainFrameActions: Packaging (Mac): UE4Build.Build: ************************* ForceNonUnity:False MainFrameActions: Packaging (Mac): UE4Build.Build: ************************* ForceDebugInfo: False MainFrameActions: Packaging (Mac): UE4Build.Build: ************************* UseXGE: False MainFrameActions: Packaging (Mac): UE4Build.Build: ************************* UseParallelExecutor: False MainFrameActions: Packaging (Mac): CommandUtils.Run: Run: mono "/Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/UnrealBuildTool.exe" Strat Mac DebugGame -clean /Volumes/Seagate_Expansion_Drive/Unreal/Strat/Strat.uproject -remoteini="/Volumes/Seagate_Expansion_Drive/Unreal/Strat" -nobuilduht -rocket -nocreatestub -NoHotReloadFromIDE MainFrameActions: Packaging (Mac): mono: Compiling with MacOSX SDK 10.11 MainFrameActions: Packaging (Mac): CommandUtils.Run: Run: Took 1.676734s to run mono, ExitCode=0 MainFrameActions: Packaging (Mac): CommandUtils.Run: Run: mono "/Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/UnrealBuildTool.exe" Strat Mac DebugGame /Volumes/Seagate_Expansion_Drive/Unreal/Strat/Strat.uproject -remoteini="/Volumes/Seagate_Expansion_Drive/Unreal/Strat" -flushmac -noxge -generatemanifest -rocket -nocreatestub -NoHotReloadFromIDE -ignorejunk MainFrameActions: Packaging (Mac): mono: Compiling with MacOSX SDK 10.11 MainFrameActions: Packaging (Mac): CommandUtils.Run: Run: Took 1.54109s to run mono, ExitCode=0 MainFrameActions: Packaging (Mac): UE4Build.PrepareManifest: Copied UBT manifest to /Users/chris/Library/Logs/Unreal Engine/LocalBuildLogs/UBTManifest.20.xml MainFrameActions: Packaging (Mac): CommandUtils.Run: Run: mono "/Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/UnrealBuildTool.exe" Strat Mac DebugGame /Volumes/Seagate_Expansion_Drive/Unreal/Strat/Strat.uproject -remoteini="/Volumes/Seagate_Expansion_Drive/Unreal/Strat" -flushmac -noxge -rocket -nocreatestub -NoHotReloadFromIDE -ignorejunk MainFrameActions: Packaging (Mac): mono: Creating makefile for Strat (no existing makefile) MainFrameActions: Packaging (Mac): mono: Performing full C++ include scan (no include cache file) MainFrameActions: Packaging (Mac): mono: Compiling with MacOSX SDK 10.11 MainFrameActions: Packaging (Mac): mono: Parsing headers for Strat MainFrameActions: Packaging (Mac): mono: Running UnrealHeaderTool "/Volumes/Seagate_Expansion_Drive/Unreal/Strat/Strat.uproject" "/Volumes/Seagate_Expansion_Drive/Unreal/Strat/Intermediate/Build/Mac/Strat/DebugGame/UnrealHeaderTool.manifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -rocket -installed MainFrameActions: Packaging (Mac): mono: Reflection code generated for Strat in 6.4961855 seconds MainFrameActions: Packaging (Mac): mono: Generating dSYM file for Strat-Mac-DebugGame - this will add some time to your build... MainFrameActions: Packaging (Mac): mono: Performing 12 actions (4 in parallel) MainFrameActions: Packaging (Mac): mono: [2/12] Compile UELinkerFixupsName.h MainFrameActions: Packaging (Mac): mono: [1/12] Compile Strat.h MainFrameActions: Packaging (Mac): mono: [3/12] Compile UELinkerFixups.cpp MainFrameActions: Packaging (Mac): mono: [4/12] Compile StratCharacter.cpp MainFrameActions: Packaging (Mac): mono: [5/12] Compile Strat.cpp MainFrameActions: Packaging (Mac): mono: [6/12] Compile Strat.generated.cpp MainFrameActions: Packaging (Mac): mono: [7/12] Compile StratPlayerController.cpp MainFrameActions: Packaging (Mac): mono: [8/12] Link Strat-Mac-DebugGame MainFrameActions: Packaging (Mac): mono: [9/12] sh -c 'rm -rf "/Volumes/Seagate_Expansion_Drive/Unreal/Strat/Binaries/Mac/Strat-Mac-DebugGame.app/Contents/MacOS/Strat-Mac-DebugGame.dSYM"; "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/"dsymutil -f "/Volumes/Seagate_Expansion_Drive/Unreal/Strat/Binaries/Mac/Strat-Mac-DebugGame.app/Contents/MacOS/Strat-Mac-DebugGame" -o "/Volumes/Seagate_Expansion_Drive/Unreal/Strat/Binaries/Mac/Strat-Mac-DebugGame.app/Contents/MacOS/Strat-Mac-DebugGame.dSYM"; mv "/Volumes/Seagate_Expansion_Drive/Unreal/Strat/Binaries/Mac/Strat-Mac-DebugGame.app/Contents/MacOS/Strat-Mac-DebugGame.dSYM" "/Volumes/Seagate_Expansion_Drive/Unreal/Strat/Binaries/Mac/Strat-Mac-DebugGame.dSYM"' MainFrameActions: Packaging (Mac): mono: Fixing dylib dependencies for Strat-Mac-DebugGame.dSYM MainFrameActions: Packaging (Mac): mono: Finalizing app bundle: Strat-Mac-DebugGame.dSYM.app MainFrameActions: Packaging (Mac): mono: Copying RadioEffectUnit.component to app bundle MainFrameActions: Packaging (Mac): mono: -------- End Detailed Actions Stats ----------------------------------------------------------- MainFrameActions: Packaging (Mac): mono: Total build time: 33.87 seconds MainFrameActions: Packaging (Mac): mono: Compiling with MacOSX SDK 10.11 MainFrameActions: Packaging (Mac): mono: Deploying now! MainFrameActions: Packaging (Mac): CommandUtils.Run: Run: Took 34.003061s to run mono, ExitCode=0 MainFrameActions: Packaging (Mac): BuildCommand.Execute: ERROR: BUILD FAILED MainFrameActions: Packaging (Mac): Program.Main: ERROR: AutomationTool terminated with exception: MainFrameActions: Packaging (Mac): Program.Main: ERROR: Exception in AutomationUtils.Automation: BUILD FAILED /Volumes/Seagate_Expansion_Drive/Unreal/Strat/Binaries/Mac/Strat-Mac-DebugGame.dsym was in manifest but was not produced. MainFrameActions: Packaging (Mac): Stacktrace: at AutomationTool.UE4Build.AddBuildProductsFromManifest (System.String ManifestName) [0x00000] in :0 MainFrameActions: Packaging (Mac): at AutomationTool.UE4Build.BuildWithUBT (System.String ProjectName, System.String TargetName, UnrealTargetPlatform TargetPlatform, System.String Config, System.String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, System.String InAddArgs, Boolean ForceUnity, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in :0 MainFrameActions: Packaging (Mac): at AutomationTool.UE4Build.Build (AutomationTool.BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, System.Collections.Generic.Dictionary`2 PlatformEnvVars) [0x00000] in :0 MainFrameActions: Packaging (Mac): at Project.Build (BuildCommand Command, AutomationTool.ProjectParams Params, Int32 WorkingCL) [0x00000] in :0 MainFrameActions: Packaging (Mac): at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in :0 MainFrameActions: Packaging (Mac): at BuildCookRun.ExecuteBuild () [0x00000] in :0 MainFrameActions: Packaging (Mac): at BuildCommand.Execute () [0x00000] in :0 MainFrameActions: Packaging (Mac): Program.Main: AutomationTool exiting with ExitCode=Error_Unknown MainFrameActions: Packaging (Mac): Domain_ProcessExit MainFrameActions: Packaging (Mac): RunUAT ERROR: AutomationTool was unable to run successfully. PackagingResults:Error: Error Unknown Error