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BuildCommand.Execute: Error: Build Failed

We are attempting to build for iOS from two different Macbook Pro (one with 16gb, one with 8gb.) When we hit “Package” for iOS we get an error stating that packaging failed and a directive to see the log file. Opening the message window shows us the following:


LogPlayLevel:Display: UE4Editor:
LogPlayLevel:Display: UE4Editor: LogInit:Display: Running engine for game: MyProject
LogPlayLevel:Display: CommandUtils.Run: Run: Took 9.612946s to run UE4Editor
LogPlayLevel:Display: Project.Cook: Cook failed. Deleting cooked data.
LogPlayLevel:Display: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel:Display: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel:Display: Program.Main: ERROR: Exception in AutomationTool: BUILD FAILED: Failed while running Cook for /Users/tingham/MyProject/MyProject.uproject; see log /Users/tingham/Library/Logs/Unreal Engine/LocalBuildLogs/Cook.1.txt
LogPlayLevel:Display: Stacktrace:   at AutomationTool.CommandUtils.RunCommandlet (System.String ProjectName, System.String UE4Exe, System.String Commandlet, System.String Parameters) [0x00000] in <filename unknown>:0
LogPlayLevel:Display:   at AutomationTool.CommandUtils.CookCommandlet (System.String ProjectName, System.String UE4Exe, System.String] Maps, System.String] Dirs, System.String TargetPlatform, System.String Parameters) [0x00000] in <filename unknown>:0
LogPlayLevel:Display:   at Project.Cook (AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0
LogPlayLevel:Display: Program.Main: ERROR: BUILD FAILED: Failed while running Cook for /Users/tingham/MyProject/MyProject.uproject; see log /Users/tingham/Library/Logs/Unreal Engine/LocalBuildLogs/Cook.1.txt
LogPlayLevel:Display: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel:Display: Program.Main: AutomationTool exiting with ExitCode=1
LogPlayLevel:Display: Domain_ProcessExit
LogPlayLevel:Display: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel:Display: cp: log*.txt: No such file or directory
LogPlayLevel:Display: RunUAT ERROR: AutomationTool was unable to run successfully.

The file “see log /Users/tingham/Library/Logs/Unreal Engine/LocalBuildLogs/Cook.1.txt” does not exist and a stack trace that appears in the Mac Problem Reporter (sometimes) shows that the last command to fail was:

0 UE4Editor-Core.dylib 0x000000010487a87e FPlatformFileOpenLog::OpenRead(wchar_t const*) + 590

We have another team member running with 64GB of Ram who is not seeing this problem occur.

  1. Is anyone else seeing an issue like this?
  2. Is anyone able to build for iOS?
  3. Would anyone at EPIC be willing to help our team out in establishing a reliable workflow for building to mobile devices using your tools?

Thanks,

Thomas

Hi Thomas,

Please post this to the answerhub at http://answers.unrealengine.com for tracking purposes. Thank you and have a great day!

Adam,

I’ve already posted (and updated) on the Answers site, thanks for your time and attention. I hope we can get this resolved today!

https://answers.unrealengine.com/questions/66409/crash-in-mac-editor-when-packaging-for-ios.html

This issue is resolved by ensuring that the entire Perforce project is checked out at build time.

Hi Thomas,

Do you by any chance have your Saved or Intermediate folders checked into Perforce? Those folders should be local only, and could cause problems if they are read-only, although I’m not sure if that explains the call stack from the Mac crash.

Cheers,
Michael Noland