Build installed version of UE4 always fail!

I’m using UE4 4.16 source to build an installed version of the engine, here’s my command:


.\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script="D:\UnrealEngine-4.16.0\Engine\Build\InstalledEngineBuild.xml" -clean

I referenced to these links:
http://jackknobel.com/BuildGraph/Building-an-installed-ue4/
https://docs.unrealengine.com/latest/INT/Programming/Development/InstalledBuildReference/

However there’s always an error. I’ve tested on two computers, they all came to the same error:

ParallelExecutor.Execute: d:\unrealengine-4.16.0\engine\source\runtime\d3d12rhi\private\D3D12StateCachePrivate.h(716): error C4596: ‘SetPipelineState’: illegal qualified name in member declaration
ParallelExecutor.Execute: Module.D3D12RHI.cpp
ParallelExecutor.Execute: d:\unrealengine-4.16.0\engine\source\runtime\d3d12rhi\private\D3D12StateCachePrivate.h(716): error C4596: ‘SetPipelineState’: illegal qualified name in member declaration
Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: BUILD FAILED: failed, retries not enabled:
at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1 InChangelistNumberOverride, Dictionary2 InTargetToManifest) in D:\UnrealEngine-4.16.0\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 1462
at AutomationTool.CompileTaskExecutor.Execute(JobContext Job, HashSet1 BuildProducts, Dictionary2 TagNameToFileSet) in D:\UnrealEngine-4.16.0\Engine\Source\Programs\AutomationTool\BuildGraph\Tasks\CompileTask.cs:line 118
at AutomationTool.Node.Build(JobContext Job, Dictionary2 TagNameToFileSet) in D:\UnrealEngine-4.16.0\Engine\Source\Programs\AutomationTool\BuildGraph\Node.cs:line 173 at AutomationTool.BuildGraph.BuildNode(JobContext Job, Graph Graph, Node Node, TempStorage Storage, Boolean bWithBanner) in D:\UnrealEngine-4.16.0\Engine\Source\Programs\AutomationTool\BuildGraph\BuildGraph.cs:line 677 at AutomationTool.BuildGraph.BuildAllNodes(JobContext Job, Graph Graph, TempStorage Storage) in D:\UnrealEngine-4.16.0\Engine\Source\Programs\AutomationTool\BuildGraph\BuildGraph.cs:line 606 at AutomationTool.BuildGraph.Execute() in D:\UnrealEngine-4.16.0\Engine\Source\Programs\AutomationTool\BuildGraph\BuildGraph.cs:line 420 at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) in D:\UnrealEngine-4.16.0\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 566 at AutomationTool.Automation.Process(String] Arguments) in D:\UnrealEngine-4.16.0\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 536 at AutomationTool.Program.MainProc(Object Param) in D:\UnrealEngine-4.16.0\Engine\Source\Programs\AutomationTool\Program.cs:line 133 at AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param) in D:\UnrealEngine-4.16.0\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 704
at AutomationTool.Program.Main() in D:\UnrealEngine-4.16.0\Engine\Source\Programs\AutomationTool\Program.cs:line 57
Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED

Anyone succeeded in building an installed version?

Go to the file, remove this part:

Then it should compile properly.

Hi Zeblote, thanks for your suggestion, that error did disappear!
However , there’s another error, It seems to be xcode related, but even if i exclude Mac, IOS and TVOS paltform in the arguments, it still appears.
Here’s the error:


BuildGraph.BuildAllNodes: ****** [4/18] Compile UnrealHeaderTool Mac
BuildGraph.BuildAllNodes:
TempStorage.ReadFileList: Reading local file list from D:\UnrealEngine-4.16.0\Engine\Saved\BuildGraph\Update Version Files\Tag-Update Version Files.xml
CommandUtils.Run: Run: D:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\bin\MSBuild.exe D:/UnrealEngine-4.16.0/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj /verbosity:minimal /nologo /target:Rebuild /property:Configuration=Development /property:Platform=AnyCPU
MSBuild:   DotNETUtilities -> D:\UnrealEngine-4.16.0\Engine\Binaries\DotNET\DotNETUtilities.dll
MSBuild:   UnrealBuildTool -> D:\UnrealEngine-4.16.0\Engine\Binaries\DotNET\UnrealBuildTool.exe
CommandUtils.Run: Run: Took 1.9160949s to run MSBuild.exe, ExitCode=0
CommandUtils.Run: Run: D:\UnrealEngine-4.16.0\Engine\Binaries\DotNET\UnrealBuildTool.exe UnrealHeaderTool Mac Development  -NoUBTMakefiles -nobuilduht -precompile -noxge -NoHotReload -ignorejunk
UnrealBuildTool: Picking the default remote server
UnrealBuildTool: Remote compiling requires a server name. Use the editor (Project Settings, IOS) to set up your remote compilation settings.
UnrealBuildTool: Doing xcode-select --print-path
UnrealBuildTool: ERROR: Failed to start local process for action ("Cannot start process because a file name has not been provided."):  -o BatchMode=yes  ${CURRENT_USER}@ "cd \"/\" && xcode-select --print-path"
CommandUtils.Run: Run: Took 2.7528206s to run UnrealBuildTool.exe, ExitCode=5
Node.Build: Failed to execute task.
Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)

Will you please take a look at it, thank you!

Interesting, “Compile UnrealHeaderTool Mac” shouldn’t even run when you make an installed build for windows. Did you maybe forget -set:HostPlatformOnly=true in the command?

Thank you for pointing that out, I really did not add that Argument!
After adding that , the node count decreased from 18 to 11, That node “Compile UnrealHeaderTool Mac” did disappear, So that problem solved!

There’s new problem now, really annoying, but I feel that I’m close to final success, with the help of you Zeblote! Thanks a lot!

Here’s the new Command Line I used, I checked out “InstalledEngineBuild.xml” and found that using HostPlatformOnly meaning disabling all other platforms but Win64 and Win32, but I need PS4 , So I manually disabled all the paltforms I don’t need.



RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script="D:\p4\Engine\4.16\Engine\Build\InstalledEngineBuild.xml" -set:WithDDC=false -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithHTML5=false -set:WithPS4=true -set:WithXboxOne=false -set:WithSwitch=false


Here’s the new error log:



BuildGraph.BuildAllNodes: ****** [8/11] Build Tools CS
BuildGraph.BuildAllNodes:
CommandUtils.Run: Run: C:\Program Files (x86)\MSBuild\14.0\bin\MSBuild.exe D:\p4\Engine\4.16\Engine\Source\Programs\UnrealSwarm\SwarmCoordinator\SwarmCoordinator.csproj /property:Platform=AnyCPU /property:Configuration=Development /verbosity:minimal /nologo
MSBuild:   SwarmCommonUtils -> D:\p4\Engine\4.16\Engine\Binaries\DotNET\SwarmCommonUtils.dll
MSBuild:   SwarmCoordinatorInterface -> D:\p4\Engine\4.16\Engine\Binaries\DotNET\SwarmCoordinatorInterface.dll
MSBuild:   SwarmCoordinator -> D:\p4\Engine\4.16\Engine\Binaries\DotNET\SwarmCoordinator.exe
CommandUtils.Run: Run: Took 0.2009294s to run MSBuild.exe, ExitCode=0
CommandUtils.Run: Run: C:\Program Files (x86)\MSBuild\14.0\bin\MSBuild.exe D:\p4\Engine\4.16\Engine\Source\Programs\UnrealSwarm\Agent\Agent.csproj /property:Platform=AnyCPU /property:Configuration=Development /verbosity:minimal /nologo
MSBuild:   UnrealControls -> D:\p4\Engine\4.16\Engine\Binaries\DotNET\UnrealControls.dll
MSBuild:   AgentInterface -> D:\p4\Engine\4.16\Engine\Binaries\Win64\AgentInterface.dll
MSBuild:   SwarmCommonUtils -> D:\p4\Engine\4.16\Engine\Binaries\DotNET\SwarmCommonUtils.dll
MSBuild:   SwarmCoordinatorInterface -> D:\p4\Engine\4.16\Engine\Binaries\DotNET\SwarmCoordinatorInterface.dll
MSBuild:   Agent -> D:\p4\Engine\4.16\Engine\Binaries\DotNET\SwarmAgent.exe
CommandUtils.Run: Run: Took 0.2495508s to run MSBuild.exe, ExitCode=0
CommandUtils.Run: Run: C:\Program Files (x86)\MSBuild\14.0\bin\MSBuild.exe D:\p4\Engine\4.16\Engine\Source\Editor\SwarmInterface\DotNET\SwarmInterface.csproj /property:Platform=AnyCPU /property:Configuration=Development /verbosity:minimal /nologo
MSBuild:   SwarmInterface -> D:\p4\Engine\4.16\Engine\Binaries\DotNET\SwarmInterface.dll
CommandUtils.Run: Run: Took 0.1422008s to run MSBuild.exe, ExitCode=0
CommandUtils.Run: Run: C:\Program Files (x86)\MSBuild\14.0\bin\MSBuild.exe D:\p4\Engine\4.16\Engine\Source\Programs\PS4\PS4DevKitUtil\PS4DevKitUtil.csproj /property:Platform=AnyCPU /property:Configuration=Development /verbosity:minimal /nologo
MSBuild:   PS4DevKitUtil -> D:\p4\Engine\4.16\Engine\Binaries\DotNET\PS4\PS4DevKitUtil.exe
CommandUtils.Run: Run: Took 0.2549712s to run MSBuild.exe, ExitCode=0
CommandUtils.Run: Run: C:\Program Files (x86)\MSBuild\14.0\bin\MSBuild.exe D:\p4\Engine\4.16\Engine\Source\Programs\UnrealControls\UnrealControls.csproj /property:Platform=AnyCPU /property:Configuration=Development /verbosity:minimal /nologo
MSBuild:   UnrealControls -> D:\p4\Engine\4.16\Engine\Binaries\DotNET\UnrealControls.dll
CommandUtils.Run: Run: Took 0.1303572s to run MSBuild.exe, ExitCode=0
CommandUtils.Run: Run: C:\Program Files (x86)\MSBuild\14.0\bin\MSBuild.exe D:\p4\Engine\4.16\Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj /property:Platform=AnyCPU /property:Configuration=Development /verbosity:minimal /target:Rebuild /verbosity:minima
l /nologo
MSBuild:   DeploymentInterface -> D:\p4\Engine\4.16\Engine\Binaries\DotNET\IOS\DeploymentInterface.dll
MSBuild: C:\Program Files (x86)\MSBuild\14.0\bin\Microsoft.Common.CurrentVersion.targets(1820,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "BouncyCastle.Crypto". Check to make sure the assembly exists on disk. If this reference is
required by your code, you may get compilation errors. [D:\p4\Engine\4.16\Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj]
MSBuild: D:\p4\Engine\4.16\Engine\Source\Programs\IOS\iPhonePackager\Properties\Resources.resx(123,5): error MSB3103: Invalid Resx file. Could not find a part of the path 'D:\p4\Engine\4.16\Engine\Source\Programs\IOS\iPhonePackager\Resources\GreyCheck.png'. Line 123, pos
ition 5. [D:\p4\Engine\4.16\Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj]
CommandUtils.Run: Run: Took 0.2621942s to run MSBuild.exe, ExitCode=1
Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:1): C:\Program Files (x86)\MSBuild\14.0\bin\MSBuild.exe D:\p4\Engine\4.16\Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.cs
proj /property:Platform=AnyCPU /property:Configuration=Development /verbosity:minimal /target:Rebuild /verbosity:minimal /nologo. See logfile for details: 'MSBuild-2017.09.11-10.14.17.txt'
   at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback) in D:\p4\Engine\4.16\Engine\Source\Programs\AutomationToo
l\AutomationUtils\ProcessUtils.cs:line 913
   at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback) in D:\p4\Engine\4.16\Engine\Sourc
e\Programs\AutomationTool\AutomationUtils\ProcessUtils.cs:line 866
   at AutomationTool.CommandUtils.MsBuild(CommandEnvironment Env, String Project, String Arguments, String LogName) in D:\p4\Engine\4.16\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildUtils.cs:line 35
   at AutomationTool.Tasks.CsCompileTask.Execute(JobContext Job, HashSet`1 BuildProducts, Dictionary`2 TagNameToFileSet) in D:\p4\Engine\4.16\Engine\Source\Programs\AutomationTool\BuildGraph\Tasks\CsCompileTask.cs:line 134
   at AutomationTool.Node.Build(JobContext Job, Dictionary`2 TagNameToFileSet) in D:\p4\Engine\4.16\Engine\Source\Programs\AutomationTool\BuildGraph\Node.cs:line 160
   at AutomationTool.BuildGraph.BuildNode(JobContext Job, Graph Graph, Node Node, TempStorage Storage, Boolean bWithBanner) in D:\p4\Engine\4.16\Engine\Source\Programs\AutomationTool\BuildGraph\BuildGraph.cs:line 677
   at AutomationTool.BuildGraph.BuildAllNodes(JobContext Job, Graph Graph, TempStorage Storage) in D:\p4\Engine\4.16\Engine\Source\Programs\AutomationTool\BuildGraph\BuildGraph.cs:line 606
   at AutomationTool.BuildGraph.Execute() in D:\p4\Engine\4.16\Engine\Source\Programs\AutomationTool\BuildGraph\BuildGraph.cs:line 420
   at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) in D:\p4\Engine\4.16\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 566
   at AutomationTool.Automation.Process(String] Arguments) in D:\p4\Engine\4.16\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 536
   at AutomationTool.Program.MainProc(Object Param) in D:\p4\Engine\4.16\Engine\Source\Programs\AutomationTool\Program.cs:line 133
   at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) in D:\p4\Engine\4.16\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 704
   at AutomationTool.Program.Main() in D:\p4\Engine\4.16\Engine\Source\Programs\AutomationTool\Program.cs:line 57
Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED


The error logfile mentioned : MSBuild-2017.09.11-10.14.17.txt, content is here:



  DeploymentInterface -> D:\p4\Engine\4.16\Engine\Binaries\DotNET\IOS\DeploymentInterface.dll
C:\Program Files (x86)\MSBuild\14.0\bin\Microsoft.Common.CurrentVersion.targets(1820,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "BouncyCastle.Crypto". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors. [D:\p4\Engine\4.16\Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj]
D:\p4\Engine\4.16\Engine\Source\Programs\IOS\iPhonePackager\Properties\Resources.resx(123,5): error MSB3103: Invalid Resx file. Could not find a part of the path 'D:\p4\Engine\4.16\Engine\Source\Programs\IOS\iPhonePackager\Resources\GreyCheck.png'. Line 123, position 5. [D:\p4\Engine\4.16\Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj]


It still seems to be IOS realated. How can I completely disable it?

This issue still haven’t been fixed. I just threw in some random icons I had laying around to resolve it. Epic cats- could you please look into this?