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!