Running AutomationTool... Setting up Mono Start UAT: mono AutomationTool.exe BuildCookRun -project=/Volumes/Seagate_Expansion_Drive/Unreal/Test2/Test2.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -rocket -utf8output -platform=Mac -targetplatform=Mac -build -cook -map= -unversionedcookedcontent -NumCookersToSpawn=1 -compressed -stage -package -cmdline= -Messaging -addcmdline=-SessionId=29892685E94225E8E3A2188A7140AE87 -SessionOwner=chris -SessionName='TestProfile' Program.Main: CWD=/Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET Automation.ParseCommandLine: Parsing command line: BuildCookRun -project=/Volumes/Seagate_Expansion_Drive/Unreal/Test2/Test2.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -rocket -utf8output -platform=Mac -targetplatform=Mac -build -cook -map= -unversionedcookedcontent -NumCookersToSpawn=1 -compressed -stage -package -cmdline= -Messaging -addcmdline=-SessionId=29892685E94225E8E3A2188A7140AE87 -SessionOwner=chris -SessionName='TestProfile' Automation.Process: IsBuildMachine=False Automation.Process: ShouldKillProcesses=True Automation.Process: Setting up command environment. CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=/Users/Shared/UnrealEngine/4.10/Engine/Programs/AutomationTool/Saved ProjectUtils.CleanupFolders: Cleaning up project rules folder CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(/Users/Shared/UnrealEngine/4.10/Engine/Programs/AutomationTool/Saved/Rules) Automation.Process: Compiling scripts. ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s). BuildCookRun.SetupParams: Setting up ProjectParams for /Volumes/Seagate_Expansion_Drive/Unreal/Test2/Test2.uproject ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: /Users/Shared/UnrealEngine/4.10/Engine/Programs/AutomationTool/Saved/Rules/UATRules-1588341078.dll ProjectParams.ValidateAndLog: Project Params ************** ProjectParams.ValidateAndLog: AdditionalServerMapParams= ProjectParams.ValidateAndLog: Archive=False ProjectParams.ValidateAndLog: ArchiveMetaData=False ProjectParams.ValidateAndLog: CreateAppBundle=True ProjectParams.ValidateAndLog: BaseArchiveDirectory=/Volumes/Seagate_Expansion_Drive/Unreal/Test2/ArchivedBuilds ProjectParams.ValidateAndLog: BaseStageDirectory=/Volumes/Seagate_Expansion_Drive/Unreal/Test2/Saved/StagedBuilds ProjectParams.ValidateAndLog: Build=True ProjectParams.ValidateAndLog: Cook=True ProjectParams.ValidateAndLog: Clean= ProjectParams.ValidateAndLog: Client=False ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development ProjectParams.ValidateAndLog: ClientCookedTargets=Test2 ProjectParams.ValidateAndLog: ClientTargetPlatform=Mac ProjectParams.ValidateAndLog: Compressed=True ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False ProjectParams.ValidateAndLog: CookFlavor= ProjectParams.ValidateAndLog: CookOnTheFly=False ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False ProjectParams.ValidateAndLog: UnversionedCookedContent=True ProjectParams.ValidateAndLog: SkipCookingEditorContent=False ProjectParams.ValidateAndLog: NumCookersToSpawn=1 ProjectParams.ValidateAndLog: GeneratePatch=False ProjectParams.ValidateAndLog: CreateReleaseVersion= ProjectParams.ValidateAndLog: BasedOnReleaseVersion= ProjectParams.ValidateAndLog: DLCName= ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False ProjectParams.ValidateAndLog: AdditionalCookerOptions= ProjectParams.ValidateAndLog: DedicatedServer=False ProjectParams.ValidateAndLog: DirectoriesToCook= ProjectParams.ValidateAndLog: CulturesToCook= ProjectParams.ValidateAndLog: EditorTargets= ProjectParams.ValidateAndLog: Foreign=False ProjectParams.ValidateAndLog: IsCodeBasedProject=True ProjectParams.ValidateAndLog: IsProgramTarget=False ProjectParams.ValidateAndLog: IterativeCooking=False ProjectParams.ValidateAndLog: CookAll=False ProjectParams.ValidateAndLog: CookMapsOnly=False ProjectParams.ValidateAndLog: Deploy=False ProjectParams.ValidateAndLog: IterativeDeploy=False ProjectParams.ValidateAndLog: FastCook=False ProjectParams.ValidateAndLog: LogWindow=False ProjectParams.ValidateAndLog: Manifests=False ProjectParams.ValidateAndLog: MapToRun= ProjectParams.ValidateAndLog: NoClient=False ProjectParams.ValidateAndLog: NumClients=0 ProjectParams.ValidateAndLog: NoDebugInfo=False ProjectParams.ValidateAndLog: NoCleanStage=False ProjectParams.ValidateAndLog: NoXGE=False ProjectParams.ValidateAndLog: MapsToCook= ProjectParams.ValidateAndLog: Pak=False ProjectParams.ValidateAndLog: Package=True ProjectParams.ValidateAndLog: NullRHI=False ProjectParams.ValidateAndLog: FakeClient=False ProjectParams.ValidateAndLog: EditorTest=False ProjectParams.ValidateAndLog: RunAutomationTests=False ProjectParams.ValidateAndLog: RunAutomationTest= ProjectParams.ValidateAndLog: RunTimeoutSeconds=0 ProjectParams.ValidateAndLog: CrashIndex=0 ProjectParams.ValidateAndLog: ProgramTargets= ProjectParams.ValidateAndLog: ProjectBinariesFolder=/Volumes/Seagate_Expansion_Drive/Unreal/Test2/Binaries/Mac ProjectParams.ValidateAndLog: ProjectBinariesPath=/Volumes/Seagate_Expansion_Drive/Unreal/Test2/Binaries/Mac ProjectParams.ValidateAndLog: ProjectGameExeFilename=/Volumes/Seagate_Expansion_Drive/Unreal/Test2/Binaries/Mac/Test2 ProjectParams.ValidateAndLog: ProjectGameExePath=/Volumes/Seagate_Expansion_Drive/Unreal/Test2/Binaries/Mac/Test2 ProjectParams.ValidateAndLog: Distribution=False ProjectParams.ValidateAndLog: Prebuilt=False ProjectParams.ValidateAndLog: Prereqs=False ProjectParams.ValidateAndLog: NoBootstrapExe=False ProjectParams.ValidateAndLog: RawProjectPath=/Volumes/Seagate_Expansion_Drive/Unreal/Test2/Test2.uproject ProjectParams.ValidateAndLog: Rocket=True ProjectParams.ValidateAndLog: Run=False ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development ProjectParams.ValidateAndLog: ServerCookedTargets= ProjectParams.ValidateAndLog: ServerTargetPlatform=Mac ProjectParams.ValidateAndLog: ShortProjectName=Test2 ProjectParams.ValidateAndLog: SignedPak=False ProjectParams.ValidateAndLog: SignPak= ProjectParams.ValidateAndLog: SkipCook=False ProjectParams.ValidateAndLog: SkipCookOnTheFly=False ProjectParams.ValidateAndLog: SkipPak=False ProjectParams.ValidateAndLog: SkipStage=False ProjectParams.ValidateAndLog: Stage=True ProjectParams.ValidateAndLog: bUsesSteam=False ProjectParams.ValidateAndLog: bUsesCEF3=False ProjectParams.ValidateAndLog: bUsesSlate=True ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False ProjectParams.ValidateAndLog: Project Params ************** Project.Build: ********** BUILD COMMAND STARTED ********** UE4Build.Build: XGE was requested, but is unavailable, so we won't use it. UE4Build.Build: ************************* UE4Build: UE4Build.Build: ************************* ForceMonolithic: False UE4Build.Build: ************************* ForceNonUnity:False UE4Build.Build: ************************* ForceDebugInfo: False UE4Build.Build: ************************* UseXGE: False UE4Build.Build: ************************* UseParallelExecutor: False CommandUtils.Run: Run: mono "/Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/UnrealBuildTool.exe" Test2 Mac Development /Volumes/Seagate_Expansion_Drive/Unreal/Test2/Test2.uproject -remoteini="/Volumes/Seagate_Expansion_Drive/Unreal/Test2" -noxge -generatemanifest -rocket -nocreatestub -NoHotReloadFromIDE mono: Compiling with MacOSX SDK 10.11 CommandUtils.Run: Run: Took 1.784438s to run mono, ExitCode=0 UE4Build.PrepareManifest: Copied UBT manifest to /Users/chris/Library/Logs/Unreal Engine/LocalBuildLogs/UBTManifest.35.xml CommandUtils.Run: Run: mono "/Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/UnrealBuildTool.exe" Test2 Mac Development /Volumes/Seagate_Expansion_Drive/Unreal/Test2/Test2.uproject -remoteini="/Volumes/Seagate_Expansion_Drive/Unreal/Test2" -noxge -rocket -nocreatestub -NoHotReloadFromIDE -ignorejunk mono: Performing 2 actions (4 in parallel) mono: [1/2] sh -c 'rm -rf "/Volumes/Seagate_Expansion_Drive/Unreal/Test2/Binaries/Mac/Test2.app/Contents/MacOS/Test2.dSYM"; "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/"dsymutil -f "/Volumes/Seagate_Expansion_Drive/Unreal/Test2/Binaries/Mac/Test2.app/Contents/MacOS/Test2" -o "/Volumes/Seagate_Expansion_Drive/Unreal/Test2/Binaries/Mac/Test2.app/Contents/MacOS/Test2.dSYM"; mv "/Volumes/Seagate_Expansion_Drive/Unreal/Test2/Binaries/Mac/Test2.app/Contents/MacOS/Test2.dSYM" "/Volumes/Seagate_Expansion_Drive/Unreal/Test2/Binaries/Mac/Test2.dSYM"' mono: Copying RadioEffectUnit.component to app bundle mono: -------- End Detailed Actions Stats ----------------------------------------------------------- mono: Total build time: 4.18 seconds CommandUtils.Run: Run: Took 4.240825s to run mono, ExitCode=0 BuildCommand.Execute: ERROR: BUILD FAILED Program.Main: ERROR: AutomationTool terminated with exception: Program.Main: ERROR: Exception in AutomationUtils.Automation: BUILD FAILED /Volumes/Seagate_Expansion_Drive/Unreal/Test2/Binaries/Mac/Test2.dsym was in manifest but was not produced. Stacktrace: at AutomationTool.UE4Build.AddBuildProductsFromManifest (System.String ManifestName) [0x00000] in :0 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 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 at Project.Build (BuildCommand Command, AutomationTool.ProjectParams Params, Int32 WorkingCL) [0x00000] in :0 at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in :0 at BuildCookRun.ExecuteBuild () [0x00000] in :0 at BuildCommand.Execute () [0x00000] in :0 Program.Main: AutomationTool exiting with ExitCode=Error_Unknown Domain_ProcessExit RunUAT ERROR: AutomationTool was unable to run successfully.