Hi folks, i am trying create an installed build of ue5.3 source. I run BuildGraph directly in the command-line from the
Engine\Build\BatchFiles
directory through the RunUAT
batch file. the command is: “RunUAT.bat BuildGraph -Script=Engine/Build/InstalledEngineBuild.xml -Target=“Make Installed Build Win64” -set:HostPlatformOnly=true -Clean”. but there’s something wrong when it compiling:[5149/5718] Link [x64] UnrealEditor-AndroidTargetPlatform.dll
正在创建库 ..\Intermediate\Build\Win64\x64\UnrealEditor\Development\Android\AndroidTargetPlatform\UnrealEditor-AndroidTargetPlatform.sup.lib 和对象 ..\Intermediate\Build\Win64\x64\UnrealEditor\Development\Android\AndroidTargetPlatform\UnrealEditor-AndroidTargetPlatform.sup.exp
[5150/5718] Compile [x64] Module.AppleProResMedia.cpp
D:\SoftsWares_Work\Epic Games\UnrealEngine-5.3\Engine\Source\Runtime\Core\Public\Containers\ContainerAllocationPolicies.h(662): fatal error C1001: 内部编译器错误。
(编译器文件“msc1.cpp”,第 1589 行)
要解决此问题,请尝试简化或更改上面所列位置附近的程序。
如果可以,请在此处提供重现步骤: https://developercommunity.visualstudio.com
请选择 Visual C++
“帮助”菜单上的“技术支持”命令,或打开技术支持帮助文件来获得详细信息。
D:\SoftsWares_Work\Epic Games\UnrealEngine-5.3\Engine\Source\Runtime\Core\Public\Containers\ContainerAllocationPolicies.h(662): note: 在编译 类 模板 成员函数“ElementType *TSizedHeapAllocator<32,FMemory>::ForElementType::GetAllocation(void) const”时
with
[
ElementType=TEvaluationTreeEntryContainer::FEntry
]
D:\SoftsWares_Work\Epic Games\UnrealEngine-5.3\Engine\Source\Runtime\Core\Public\Containers\Array.h(705): note: 请参阅 “TArray<TEvaluationTreeEntryContainer::FEntry,FDefaultAllocator>::GetData” 中对 “TSizedHeapAllocator<32,FMemory>::ForElementType<TEvaluationTreeEntryContainer::FEntry>::GetAllocation” 的第一个引用
with
[
DataType=FMovieSceneSubSequenceTreeEntry
]
D:\SoftsWares_Work\Epic Games\UnrealEngine-5.3\Engine\Source\Runtime\Core\Public\Containers\Array.h(692): note: 请参阅 “TArray<TEvaluationTreeEntryContainer::FEntry,FDefaultAllocator>::~TArray” 中对 “TArray<TEvaluationTreeEntryContainer::FEntry,FDefaultAllocator>::GetData” 的第一个引用
with
[
DataType=FMovieSceneSubSequenceTreeEntry
]
D:\SoftsWares_Work\Epic Games\UnrealEngine-5.3\Engine\Source\Runtime\MovieScene\Public\Evaluation\MovieSceneEvaluationTree.h(188): note: 请参阅 “TEvaluationTreeEntryContainer::TEvaluationTreeEntryContainer” 中对 “TArray<TEvaluationTreeEntryContainer::FEntry,FDefaultAllocator>::~TArray” 的第一个引用
with
[
DataType=FMovieSceneSubSequenceTreeEntry
]
D:\SoftsWares_Work\Epic Games\UnrealEngine-5.3\Engine\Source\Runtime\Core\Public\Containers\Array.h(3093): note: 查看对正在编译的 类 模板 实例化“TSizedHeapAllocator<32,FMemory>::ForElementType<TEvaluationTreeEntryContainer::FEntry>”的引用
with
[
DataType=FMovieSceneSubSequenceTreeEntry
]
D:\SoftsWares_Work\Epic Games\UnrealEngine-5.3\Engine\Source\Runtime\MovieScene\Public\Evaluation\MovieSceneEvaluationTree.h(185): note: 查看对正在编译的 类 模板 实例化“TArray<TEvaluationTreeEntryContainer::FEntry,FDefaultAllocator>”的引用
with
[
DataType=FMovieSceneSubSequenceTreeEntry
]
D:\SoftsWares_Work\Epic Games\UnrealEngine-5.3\Engine\Source\Runtime\MovieScene\Public\Evaluation\MovieSceneEvaluationTree.h(752): note: 查看对正在编译的 类 模板 实例化“TEvaluationTreeEntryContainer”的引用
with
[
DataType=FMovieSceneSubSequenceTreeEntry
]
D:\SoftsWares_Work\Epic Games\UnrealEngine-5.3\Engine\Source\Runtime\MovieScene\Public\Evaluation\MovieSceneSequenceHierarchy.h(234): note: 查看对正在编译的 类 模板 实例化“TMovieSceneEvaluationTree”的引用
“D:\SoftsWares_Work\Microsoft Visual Studio_2022\VC\Tools\MSVC\14.36.32532\bin\Hostx64\x64\cl.exe”中的内部编译器错误
请选择 Visual C++
“帮助”菜单上的“技术支持”命令,或打开技术支持帮助文件来获得详细信息
[5151/5718] Compile [x64] Module.OptimusEditor.cpp
[5152/5718] Compile [x64] DatasmithWireTranslatorModule.cpp
[5153/5718] Link [x64] UnrealEditor-OptimusEditor.lib
and the last log is:
正在创建库 ..\Plugins\FX\Niagara\Intermediate\Build\Win64\x64\UnrealEditor\Development\NiagaraEditorWidgets\UnrealEditor-NiagaraEditorWidgets.sup.lib 和对象 ..\Plugins\FX\Niagara\Intermediate\Build\Win64\x64\UnrealEditor\Development\NiagaraEditorWidgets\UnrealEditor-NiagaraEditorWidgets.sup.exp
Total time in Parallel executor: 3422.14 seconds
Total execution time: 3444.42 seconds
CompilationResultException: Error: OtherCompilationError
at UnrealBuildTool.ActionGraph.ExecuteActionsAsync(BuildConfiguration BuildConfiguration, List1 ActionsToExecute, List
1 TargetDescriptors, ILogger Logger, IActionArtifactCache actionArtifactCache) in D:\SoftsWares_Work\Epic Games\UnrealEngine-5.3\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 417
at UnrealBuildTool.BuildMode.BuildAsync(TargetMakefile Makefiles, List1 TargetDescriptors, BuildConfiguration BuildConfiguration, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger) in D:\SoftsWares_Work\Epic Games\UnrealEngine-5.3\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 801 at UnrealBuildTool.BuildMode.BuildAsync(List
1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger, Boolean bSkipPreBuildTargets) in D:\SoftsWares_Work\Epic Games\UnrealEngine-5.3\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 411
at UnrealBuildTool.BuildMode.ExecuteAsync(CommandLineArguments Arguments, ILogger Logger) in D:\SoftsWares_Work\Epic Games\UnrealEngine-5.3\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 252
at UnrealBuildTool.UnrealBuildTool.Main(String ArgumentsArray) in D:\SoftsWares_Work\Epic Games\UnrealEngine-5.3\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 659
WriteFileIfChanged() wrote 12074 changed files of 24130 requested writes.
Timeline: