Hi
I am having an issue with running an Automation Script that let’s us set up our project, the error message is very vague and I have no way of pinpointing what exactly could be an issue, except it having something to do with RunUAT script. here is a error message I am getting in terminal:
Running AutomationTool...
Setting up bundled DotNet SDK
/Users/Shared/Epic Games/UE_5.6/Engine/Build/BatchFiles/Mac/../../../Binaries/ThirdParty/DotNet/8.0.300/mac-arm64
Start UAT Interactively: dotnet AutomationTool.dll -ScriptDir=/Users/[myusername]/RiderProjects/[ourproject]/Build/AutomationTool -UTF8Output FSSetUpDevEnvironment
/Users/Shared/Epic Games/UE_5.6/Engine/Build/BatchFiles/Mac/../../../Binaries/ThirdParty/DotNet/8.0.300/mac-arm64/dotnet
Starting AutomationTool...
Parsing command line: -ScriptDir=/Users/[myusername]/RiderProjects/[ourproject]/Build/AutomationTool -UTF8Output FSSetUpDevEnvironment
Initializing script modules...
Building 1 projects...
Build 1 projects time: 1.89 s
AutomationTool encountered an error before a log file was set, see '/Users/[myusername]/Library/Application Support/Epic/UnrealEngine/Programs/AutomationTool/Saved/Logs/ErrorLog.txt' for more details
AutomationTool executed for 0h 0m 2s
AutomationTool exiting with ExitCode=1 (Error_Unknown)
RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 1
The log in the provided path is a direct copy of this message.
In order to continue I have manually downloaded dependencies for our project and set it up.
I wanted to test deploying our app to the iPad from a MacBook. When I open my project and navigate to the platform menu the iOS platform seems to not be available. I have downloaded the iOS target platform package from the EGL.
In the Output log I can see this error message:
LogTurnkeySupport: Warning: Turnkey failed to run properly, full Turnkey output:
Running AutomationTool...
Setting up bundled DotNet SDK
/Users/Shared/Epic Games/UE_5.6/Engine/Build/BatchFiles/Mac/../../../Binaries/ThirdParty/DotNet/8.0.300/mac-arm64
Start UAT Non-Interactively: dotnet AutomationTool.dll -ScriptsForProject=/Users/[myusername]/RiderProjects/[ourproject]/[ourproject].uproject Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename=/Users/[myusername]/RiderProjects/[ourproject]/Intermediate/TurnkeyReport_1.log -log=/Users/[myusername]/RiderProjects/[ourproject]/Intermediate/TurnkeyLog_1.log -project=/Users/[myusername]/RiderProjects/[ourproject]/[ourproject].uproject -Device=Mac@[myusername]Pro-2.local
Starting AutomationTool...
Parsing command line: -ScriptsForProject=/Users/[myusername]/RiderProjects/[ourproject]/[ourproject].uproject Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename=/Users/[myusername]/RiderProjects/[ourproject]/Intermediate/TurnkeyReport_1.log -log=/Users/[myusername]/RiderProjects/[ourproject]/Intermediate/TurnkeyLog_1.log -project=/Users/[myusername]/RiderProjects/[ourproject]/[ourproject].uproject -Device=Mac@[myusername]MacBook-Pro-2.local
Initializing script modules...
Building 1 projects...
Build 1 projects time: 1.24 s
AutomationTool encountered an error before a log file was set, see '/Users/[myusername]/Library/Application Support/Epic/UnrealEngine/Programs/AutomationTool/Saved/Logs/ErrorLog.txt' for more details
AutomationTool executed for 0h 0m 2s
AutomationTool exiting with ExitCode=1 (Error_Unknown)
RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 1
which seems to be related to the RunUBT script I assume.
I am on MacBook Pro M3, MacOS 14.5, Unreal 5.6.1, XCode 16.2
Would you be able to help me figure this one out please? Let me know if you require any more info.
Kind regards
Radek.