I built 4.11.2-release from source on OS X for the first time. I was able to get it working despite bad dependencies setup by following the manual workaround in this AnswerHub post, but trying to package the project crashes with:
Running AutomationTool…
Start UAT: mono AutomationTool.exe -ScriptsForProject=/Users//ap/skyfire/skyfire.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=/Users//ap/skyfire/skyfire.uproject -cook -stage -archive -archivedirectory=/Users//ap/staging/skyfire/0.2.18 -package -clientconfig=Development -ue4exe=UE4Editor -pak -prereqs -nodebuginfo -targetplatform=Mac -build -utf8output
Cannot open assembly 'AutomationTool.exe': No such file or directory.
RunUAT ERROR: AutomationTool was unable to run successfully.
I checked, and indeed Engine/Binaries/DotNET/AutomationTool.exe is missing in my from-source build, even though it is present in binary builds installed via the launcher.
How do I obtain AutomationTool.exe?
I figured it out. I needed to package the build once from the menu, and that detected and built all the missing tools including AutomationTool.exe.
Then I could package manually from the command-line again by running RunUAT.command like I am used to.
What is menu? Page Cooking on linus says ( A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums )
This is a matter of loading your project and from the File menu selecting Package Project and then Linux. You will be prompted for an output folder, so select one where you can write to and proceed.
I don’t see any package options. Instead I found in Window->ProjectLauncher. I saw one item in table Linux and button Launch. I clicked and got failed task “Launching UAT” failed. It appeared in ternimal
Cannot open assembly ‘AutomationTool.exe’: No such file or directory.
I launched game (as play standalone or something), but AutomationTools is missed still.
UE 4.15.
I find solution for my case. I just want to build Unreal Tournament and nothing developing in UE. AutomationTool is built by Engine/Build/BatchFiles/RunUAT.sh as mention on “Cooking On Linux” if pass -compile argument instead of -nocompile.