Build error log

MainFrameActions: Packaging (HTML5): Project.LogDeploymentContext: End Deployment Context **************
MainFrameActions: Packaging (HTML5): Project.Package: ********** PACKAGE COMMAND STARTED **********
MainFrameActions: Packaging (HTML5): HTML5Platform.Package: Package C:\Users\Documents\Unreal Projects\PopOmg\PopOmg.uproject
MainFrameActions: Packaging (HTML5): InternalUtils.SafeFileExists: SafeFileExists E:\Program Files\Emscripten\python\2.7.5.3_64bit\python.exe=True
MainFrameActions: Packaging (HTML5): CommandUtils.Run: Run: E:\Program Files\Emscripten\python\2.7.5.3_64bit\python.exe “E:\Program Files\Emscripten\emscripten\1.29.0\tools\file_packager.py” “C:\Users\Documents\Unreal Projects\PopOmg\Binaries\HTML5\PopOmg.data” --preload . --js-output="
MainFrameActions: Packaging (HTML5): C:\Users\Documents\Unreal Projects\PopOmg\Binaries\HTML5\PopOmg.data.js"
MainFrameActions: Packaging (HTML5): python: Traceback (most recent call last):
MainFrameActions: Packaging (HTML5): python: File “E:\Program Files\Emscripten\emscripten\1.29.0\tools\file_packager.py”, line 48, in
MainFrameActions: Packaging (HTML5): python: import shared
MainFrameActions: Packaging (HTML5): python: File “E:\Program Files\Emscripten\emscripten\1.29.0\tools\shared.py”, line 517, in
MainFrameActions: Packaging (HTML5): python: USING_PNACL_TOOLCHAIN = os.path.exists(os.path.join(LLVM_ROOT, ‘pnacl-clang’))
MainFrameActions: Packaging (HTML5): python: NameError: name ‘LLVM_ROOT’ is not defined
MainFrameActions: Packaging (HTML5): CommandUtils.Run: Run: Took 0.0650038s to run python.exe, ExitCode=1
MainFrameActions: Packaging (HTML5): ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:1): E:/Program Files/Emscripten/python/2.7.5.3_64bit/python.exe “E:\Program Files\Emscripten\emscripten\1.29.0\tools\file_packager.py” “C:\Users\Documents\Unreal Projects\PopOmg
MainFrameActions: Packaging (HTML5): \Binaries\HTML5\PopOmg.data” --preload . --js-output=“C:\Users\Documents\Unreal Projects\PopOmg\Binaries\HTML5\PopOmg.data.js”. See logfile for details: ‘python.txt’
MainFrameActions: Packaging (HTML5): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (HTML5): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (HTML5): Program.Main: ERROR: Exception in AutomationTool: Command failed (Result:1): E:/Program Files/Emscripten/python/2.7.5.3_64bit/python.exe “E:\Program Files\Emscripten\emscripten\1.29.0\tools\file_packager.py” “C:\Users\Documents\Unreal Projects\PopOmg\Binaries\HTML5\PopOmg.data” --preload . --js-output=“C:\Users\Documents\Unreal Projects\PopOmg\Binaries\HTML5\PopOmg.data.js”. See logfile for details: ‘python.txt’
MainFrameActions: Packaging (HTML5): Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) in e:\Program Files\Epic Games\4.8\Engine\Source\Programs\AutomationTool\ProcessUtils.cs:line 795 MainFrameActions: Packaging (HTML5): at HTML5Platform.Package(ProjectParams Params, Deploy MainFrameActions: Packaging (HTML5): mentContext SC, Int32 WorkingCL) in e:\Program Files\Epic Games\4.8\Engine\Source\Programs\AutomationTool\HTML5\HTML5Platform.Automation.cs:line 72 MainFrameActions: Packaging (HTML5): at Project.Package(ProjectParams Params, Int32 WorkingCL) in e:\Program Files\Epic Games\4.8\Engine\Source\Programs\AutomationTool\Scripts\PackageCommand.Automation.cs:line 34 MainFrameActions: Packaging (HTML5): at BuildCookRun.DoBuildCookRun(ProjectParams Params) in e:\Program Files\Epic Games\4.8\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 212 MainFrameActions: Packaging (HTML5): at BuildCommand.Execute() in e:\Program Files\Epic Games\4.8\Engine\Source\Programs\AutomationTool\BuildCommand.cs:line 37 MainFrameActions: Packaging (HTML5): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary`1 Commands) in e:\Program Files\Epic Games\4.8\Engine\Source\Programs\AutomationTool\Automation.cs:line 380
MainFrameActions: Packaging (HTML5): at AutomationTool.Automation.Process(String[] CommandLine) in e:\Program Files\Epic Games\4.8\Engine\Source\Programs\AutomationTool\Automation.cs:line 352
MainFrameActions: Packaging (HTML5): at AutomationTool.Program.MainProc(Object Param) in e:\Program Files\Epic Games\4.8\Engine\Source\Programs\AutomationTool\Program.cs:line 172
MainFrameActions: Packaging (HTML5): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param) in e:\Program Files\Epic Games\4.8\Engine\Source\Programs\AutomationTool\Utils.cs:line 716
MainFrameActions: Packaging (HTML5): at AutomationTool.Program.Main() in e:\Program Files\Epic Games\4.8\Engine\Source\Programs\AutomationTool\Program.cs:line 119
MainFrameActions: Packaging (HTML5): Program.Main: ERROR: Command failed (Result:1): E:/Program Files/Emscripten/python/2.7.5.3_64bit/python.exe “E:\Program Files\Emscripten\emscripten\1.29.0\tools\file_packager.py” “C:\Users\Documents\Unreal Projects\PopOmg\Binaries\HTML5\PopOmg.data” --preload . --js-output=“C:\Users\Documents\Unreal Projects\PopOmg\Binaries\HTML5\PopOmg.data.js”. See logfile for details: ‘python.txt’
MainFrameActions: Packaging (HTML5): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (HTML5): Program.Main: AutomationTool exiting with ExitCode=1
MainFrameActions: Packaging (HTML5): Domain_ProcessExit
MainFrameActions: Packaging (HTML5): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (HTML5): AutomationToolLauncher exiting with ExitCode=1
MainFrameActions: Packaging (HTML5): copying UAT log files…
MainFrameActions: Packaging (HTML5): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (HTML5): BUILD FAILED
LogD3D11RHI: InitD3DDevice

I get this when trying to build html5

Hi -

Thank you for your report. We have assigned this issue to a member of our support staff, and they will begin investigation as soon as possible. If we are unable to reproduce the issue, or we need additional information, our staff member will comment here with additional questions. Otherwise, we will post an ‘Answer’ once we have logged the issue in our bug database or we have a solution for it.

In the meantime, please be sure to review our suggestions for how to report a bug, and feel free to edit your post if you have additional information to provide:

Thank you -

Ketchum

Hey ,

Are you receiving this error when you try to build any template for HTML5, including a blank template without any starter content? Are you currently working out of 4.8.2? Could you also please tell me the steps you’ve taken to package your project?

I appreciate your assistance, thanks!

Hi ,
Yes, tried blank and no content.
Using latest version, yes.

As the minimal instructions said, I changed my html5 engine.ini in the UE install dir:

[Audio]
AudioDeviceModuleName=HTML5Audio

[OnlineSubsystemMcp]
benabled=false

[SystemSettings]
r.setres=800x600

; These following settings have moved to the  inis and can be set from the editor
; These old value are left as reference until all old code paths are removed
;[BuildSettings]
;HeapSize=1024

;[HTML5DevicesWindows]
; (64 bit)="C:/Program Files//firefox.exe"
; (32 bit)="C:/Program Files (x86)//firefox.exe"
;Firefox (32 bit)="C:/Program Files (x86)/Mozilla Firefox/firefox.exe"
;Firefox Aurora  (32 bit)="C:/Program Files (x86)/Aurora/firefox.exe"
;Chrome="C:/Program Files (x86)//Chrome/Application/chrome.exe"

;all browsers on mac are 64 bit, 64 bit browsers can allocate more than 512MB of memory to around 1.5 GB. 
;[HTML5DevicesMac]
;Safari="/Applications/Safari.app/Contents/MacOS/Safari"
;Firefox="/Applications/Firefox.app/Contents/MacOS/firefox-bin"
;Firefox (Aurora)="/Applications/FirefoxAurora.app/Contents/MacOS/firefox-bin"

;[HTML5DevicesLinux]
;Firefox="/usr/bin/firefox"

;[HTML5SDKPaths]
Mac="E:/Program Files/Emscripten/emscripten/1.29.0"
Emscripten="E:/Program Files/Emscripten/emscripten/1.29.0"
Python="E:/Python27/python.exe"

Hey,

This is how my HTML5Engine.ini file looks from the following file path: D:\Epic Games\4.8\Engine\Config\HTML5

[Audio]
AudioDeviceModuleName=HTML5Audio

[OnlineSubsystemMcp]
benabled=false

[SystemSettings]
r.setres=800x600

; These following settings have moved to the  inis and can be set from the editor
; These old value are left as reference until all old code paths are removed
;[BuildSettings]
;HeapSize=1024

;[HTML5DevicesWindows]
; (64 bit)="C:/Program Files//firefox.exe"
; (32 bit)="C:/Program Files (x86)//firefox.exe"
;Firefox (32 bit)="C:/Program Files (x86)/Mozilla Firefox/firefox.exe"
;Firefox Aurora  (32 bit)="C:/Program Files (x86)/Aurora/firefox.exe"
;Chrome="C:/Program Files (x86)//Chrome/Application/chrome.exe"

;all browsers on mac are 64 bit, 64 bit browsers can allocate more than 512MB of memory to around 1.5 GB. 
;[HTML5DevicesMac]
;Safari="/Applications/Safari.app/Contents/MacOS/Safari"
;Firefox="/Applications/Firefox.app/Contents/MacOS/firefox-bin"
;Firefox (Aurora)="/Applications/FirefoxAurora.app/Contents/MacOS/firefox-bin"

;[HTML5DevicesLinux]
;Firefox="/usr/bin/firefox"

;[HTML5SDKPaths]
;Mac="/path/to/emscripten/sdk"

Could you please try this type of HTML5Engine.ini and see whether or not that makes a difference in your packaging process?

If it fails, please provide me the as a .txt file attached to your next reply. Please also provide the exact steps that you take to package your project as there are a couple of ways you can package your project.

Looking forward to hearing back from you, thanks! :smiley:

[outputlog.txt][1]

Your file looks like the default one, the Unreal instructions tells you to edit it to tell it where emiscript and python are.

I am trying this menu to build html5:

http://i.imgur.com/CoY3hqJ.png

ok i think this is where the problem is:

someone said you need to recompile on development win64:

but i get errors

http://i.imgur.com/ocDaaPV.png

Error	1	error : All source files in module "Core" must include the same precompiled header first.  Currently "E:\Program Files\Epic Games\4.8\Engine\Source\Runtime\Core\Private\CorePrivatePCH.h" is included by most of the source files.  The following source files are not including "E:\Program Files\Epic Games\4.8\Engine\Source\Runtime\Core\Private\CorePrivatePCH.h" as their first include:	E:\Program Files\Epic Games\4.8\Engine\Intermediate\ProjectFiles\EXEC	UE4


Error	2	error MSB3075: The command "..\..\Build\BatchFiles\Rebuild.bat UE4Editor Win64 Development" exited with code 5. Please verify that you have sufficient rights to run this command.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets	43	5	UE4

,

Couple of things, it seems like the SDK you installed was never “Activated”. you could just run emcc in console and it will create a .emscripten config file. The error seems to be that you are missing LLVM_ROOT.

Instead of editing HTML5Engine.ini. please Go to Project Settings → Platforms → HTML5SDK → and update the required Python and Emscripten SDK directory.

That being said with 4.9 we will be including the HTML5 sdk with the engine and no such configuration would be necessary.

thank you for the much needed information! :smiley:

I entered emcc in the emiscripten console and this came up:

http://i.imgur.com/d0QvGm4.png

did the comment on the other question - work?

if that doesn’t you would have to create a new env system var LLVM_ROOT which points to the directory which contains clang.exe

I installed it and made the variable:

http://i.imgur.com/A3jnWKQ.png

Ran the console again and got the same message when trying emcc.

No, emscripten SDK would have had a clang directory. emscripten SDK is based on Clang and it is distributed with emscripten.

I see what maybe happening. Android and Emscripten SDK maybe incompatible… incorrect LLVM_ROOT might have been set by the android sdk

In anycase if you point LLVM_ROOT to the clang.exe inside emscripten directory - ti should work.

that doesnt change anything, do you have an estimate when the next update should be out that includes html5 ?

I saw launch to html5 was in the list so i ran it, this is the log, may be helpful:
[link text][1]

51428-launch+to+html5+error+log.txt (1.64 MB)

Hey ,

I have requested for your to be reviewed further so we can provide additional help to you. Thank you for your patience!

Hey ,

The log suggests that the LLVM_ROOT environment variable still isn’t set correctly. You need to set it to the folder that told you to, above.

With that being said, if you tried this and it still didn’t work it’s likely due to the editor not being restarted after setting it. If the editor isn’t restarted, the old settings persist for the environment variables.

If you continue to have trouble, please provide additional information and we will continue to investigate the issue at hand.

Thanks!