thanks for the reply, I tried your suggestion, but it’s still not working, and I have even started removing other possible assets, and tried again. ( I deleted the DDC, from editor, I didn’t see one in my project directory. )
Also, just noted that the physics error, only appears when I press play, it doesn’t appear when I package or launch.
LogPhysics:Warning: PHYSX: ....\PhysXExtensions\src\ExtRigidBodyExt.cpp (283) 4 : PxRigidBodyExt::updateMassAndInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1) LogPhysics:Warning: PHYSX: ....\PhysXExtensions\src\ExtRigidBodyExt.cpp (234) 4 : computeMassAndInertia: Dynamic actor with illegal collision shapes
But the RunUAT.bat error, is the only thing that appears in the Output log, when I try to package/launch.
MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool... MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: The batch file does not appear to be located in the /Engine/Build/BatchFiles directory. This script must be run from within that directory. MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED MainFrameActions: Packaging (Windows (64-bit)): The system cannot find the batch label specified - EOF
What still confuses me is that blank projects don’t package/launch either (and even of different computers), if this happens how could it be a broken asset?