Announcement

Collapse
No announcement yet.

"cpp.hint" does not exist - building UE 4.25.4 from source (Chaos)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    "cpp.hint" does not exist - building UE 4.25.4 from source (Chaos)

    Hi there,
    I'm trying to build UE 4.25.4 from source for Chaos, here what I did:

    I cloned the unreal engine from GitHub, edited the UE4Editor.Target.cs file, from this:
    Code:
    public class UE4EditorTarget : TargetRules {
        public UE4EditorTarget( TargetInfo Target ) : base(Target) {
            Type = TargetType.Editor; BuildEnvironment = TargetBuildEnvironment.Shared;
            bBuildAllModules = true;
            ExtraModuleNames.Add("UE4Game");
        }
    }
    ...to this (Since that's what Chaos documentation required.)
    Code:
    public class UE4EditorTarget : TargetRules {
        public UE4EditorTarget( TargetInfo Target ) : base(Target) {
            Type = TargetType.Editor; BuildEnvironment = TargetBuildEnvironment.Unique;
            bBuildAllModules = true;
            ExtraModuleNames.Add("UE4Game");
            bCompileChaos = true;
            bUseChaos = true;
        }
    }
    ...ran these files in order:
    1. Setup.bat
    2. GenerateProjectFiles.bat
    ...rebuilt these tools in VS2019:
    • AutomationTool
    • AutomationToolLauncher
    ...then I'm used the UE4-Binary-Builder tool to build and extract the binary version, however, the tool is using this command:
    Code:
    BuildGraph -target="Make Installed Build Win64" -script="D:\Epic Games\UE_Source\UnrealEngine\Engine\Build\InstalledEngineBuild.xml" -set:WithDDC=false -set:SignExecutables=false -set:EmbedSrcSrvInfo=false -set:GameConfigurations=Development;Shipping -set:WithFullDebugInfo=false -set:HostPlatformEditorOnly=false -set:AnalyticsTypeOverride= -set:WithWin64=true -set:WithWin32=true -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithLumin=false -set:WithLinuxAArch64=false -set:CompileDatasmithPlugins=false -set:VS2019=false -set:WithServer=false -set:WithClient=false -set:WithHoloLens=false
    ...but, I'm getting this error:

    Code:
    AutomationException: Attempt to add file to temp storage manifest that does not exist (D:\Epic Games\UE_Source\UnrealEngine\cpp.hint)
    Click image for larger version

Name:	Screenshot 2020-10-28 014823.png
Views:	211
Size:	202.5 KB
ID:	1826563



    This is the Log.txt
    Code:
    UE4Build.CheckBuildProducts: End Build products *******
    TempStorage.Archive: Saving local manifest to D:\Epic Games\UE_Source\UnrealEngine\Engine\Saved\BuildGraph\Build Tools Win64\Manifest.xml
    Log.WriteException: ==============================================================================
    Log.WriteException: ERROR: Attempt to add file to temp storage manifest that does not exist (D:\Epic Games\UE_Source\UnrealEngine\cpp.hint)
    Log.WriteException: (see D:\Epic Games\UE_Source\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
    Log.WriteException:
    Log.WriteException: AutomationException: Attempt to add file to temp storage manifest that does not exist (D:\Epic Games\UE_Source\UnrealEngine\cpp.hint)
    Log.WriteException: at AutomationTool.TempStorageFile..ctor(FileInfo FileInfo, DirectoryReference RootDir) in D:\Epic Games\UE_Source\UnrealEngine\Engine\Source\Programs\AutomationTool\BuildGraph\TempStorage.cs:line 134
    Log.WriteException: at AutomationTool.TempStorageManifest.<>c__DisplayClass4_0.<.ctor>b__0(FileInfo x) in D:\Epic Games\UE_Source\UnrealEngine\Engine\Source\Programs\AutomationTool\BuildGraph\TempStorage.cs:line 315
    Log.WriteException: at System.Linq.Enumerable.WhereSelectArrayIterator`2.MoveNext()
    Log.WriteException: at System.Linq.Buffer`1..ctor(IEnumerable`1 source)
    Log.WriteException: at System.Linq.Enumerable.ToArray[TSource](IEnumerable`1 source)
    Log.WriteException: at AutomationTool.TempStorageManifest..ctor(FileInfo[] InFiles, DirectoryReference RootDir) in D:\Epic Games\UE_Source\UnrealEngine\Engine\Source\Programs\AutomationTool\BuildGraph\TempStorage.cs:line 315
    Log.WriteException: at AutomationTool.TempStorage.Archive(String NodeName, String BlockName, FileReference[] BuildProducts, Boolean bPushToRemote) in D:\Epic Games\UE_Source\UnrealEngine\Engine\Source\Programs\AutomationTool\BuildGraph\TempStorage.cs:line 759
    Log.WriteException: at AutomationTool.BuildGraph.BuildNode(JobContext Job, Graph Graph, Node Node, TempStorage Storage, Boolean bWithBanner) in D:\Epic Games\UE_Source\UnrealEngine\Engine\Source\Programs\AutomationTool\BuildGraph\BuildGraph.cs:line 849
    Log.WriteException: at AutomationTool.BuildGraph.BuildAllNodes(JobContext Job, Graph Graph, TempStorage Storage) in D:\Epic Games\UE_Source\UnrealEngine\Engine\Source\Programs\AutomationTool\BuildGraph\BuildGraph.cs:line 676
    Log.WriteException: at AutomationTool.BuildGraph.Execute() in D:\Epic Games\UE_Source\UnrealEngine\Engine\Source\Programs\AutomationTool\BuildGraph\BuildGraph.cs:line 482
    Log.WriteException: at AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands) in D:\Epic Games\UE_Source\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 547
    Log.WriteException: at AutomationTool.Automation.Process(String[] Arguments, StartupTraceListener StartupListener) in D:\Epic Games\UE_Source\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 511
    Log.WriteException: at AutomationTool.Program.MainProc(String[] Arguments, StartupTraceListener StartupListener) in D:\Epic Games\UE_Source\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 176
    Log.WriteException: at AutomationTool.Program.<>c__DisplayClass1_0.<Main>b__2() in D:\Epic Games\UE_Source\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 88
    Log.WriteException: at AutomationTool.InternalUtils.RunSingleInstance(Func`1 Main) in D:\Epic Games\UE_Source\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 731
    Log.WriteException: at AutomationTool.Program.Main(String[] Arguments) in D:\Epic Games\UE_Source\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 88
    Log.WriteException: ==============================================================================
    Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
    ...Any idea why am I getting this error? and How to solve it?

    Note: when I built unreal 4.25.3, it didn't create/look for such a file "cpp.hint", also I have tried using VS2017, It gave me the same result.

    #2
    BernardRouhi I too am getting the exact same error running Binary Builder.
    I'm pretty certain the error is not related to Chaos, because I haven't touched it, and I still get it.
    I'm asking for help on the binary builder Issues.

    Comment


      #3
      kusogaki77 This is not a bug related to Binary Builder but an issue with 4.25.4 which is fixed in 4.26 (Credits to BernardRouhi who figured it out).

      More information here: https://github.com/ryanjon2040/UE4-B...ment-718204352
      Support my RTS Game (Agora) on Patreon!
      Unreal Nexus - Create Share and Experience!
      Unreal Engine 4 World-Wide User Map

      [PLUGIN] Aws Gamelift Client Plugin
      [TOOL] Create your own binary release of UE4 from GitHub source
      My UE4 Tutorials and Misc Tools

      Lead Programmer at YetiTech Studios
      Your Friendly Neighborhood
      Satheesh PV (a.k.a RyanJon2040) | Twitter, Instagram, Facebook, LinkedIn, YouTube, Google+

      Comment

      Working...
      X