BuildPatchTool.exe, ExitCode=-1073741819

Hi Epic Support

We are facing “BuildPatchTool.exe, ExitCode=-1073741819” while packing our project.

We are using following command to package project:

“%ue5Location%\Engine\Build\BatchFiles\RunUAT.bat” BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=“%workspace%\%projectFilename%” -unrealexe=“%engine%” -platform=Android -cookflavor=ASTC -stage -archive -package -build -pak -compressed -prereqs -archivedirectory=“%workspace%\Builds\Android_ASTC_CDN” -manifests -clientconfig=%config% -nocompile -nocompileuat -createchunkinstall -chunkinstalldirectory=“%workspace%\CDNChunks” -chunkinstallversion=1.0 -strip -CrashReporter

BuildPatchTool Error/Crash detail:

[2025.07.30-12.07.04:589][ 0]LogPatchGeneration: Created 4 chunks (3351214 build bytes) (3310325 compressed bytes)

[2025.07.30-12.07.04:589][ 0]LogPatchGeneration: Completed in 303.053 ms.

[2025.07.30-12.07.04:590][ 0]LogPatchGeneration: Saved manifest to D:/Perforce/UEM_Dev_UE5_Mobile_Int/CDNChunks/Windows/CloudDir/MyWhoosh_pakchunk10011.0.manifest.

[2025.07.30-12.07.04:594][ 0]LogCore: Engine exit requested (reason: BuildPatchToolMain Exiting)

[2025.07.30-12.07.04:594][ 0]LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool

Took 3.30s to run BuildPatchTool.exe, ExitCode=-1073741819

Command failed (Result:-1073741819): D:\Engines\UnrealEngine5.6_Askofen\Engine\Binaries\Win64\BuildPatchTool.exe -BuildRoot=“D:\Perforce\UEM_Dev_UE5_Mobile_Int\CDNChunks\Windows\1.0\pakchunk1001” -CloudDir=“D:\Perforce\UEM_Dev_UE5_Mobile_Int\CDNChunks\Windows\CloudDir” -AppID=1 -AppName=“MyWhoosh_pakchunk1001” -BuildVersion=“1.0” -AppLaunch=“” -AppArgs=“” -custom=“bIsPatch=false” -customint=“ChunkID=1001” -customint=“PakReadOrdering=0” -stdout. See logfile for details: ‘BuildPatchTool_pakchunk1001-2025.07.30-16.07.04.txt’

AutomationTool executed for 0h 3m 35s

AutomationTool exiting with ExitCode=-1073741819 (-1073741819)

BUILD FAILED

Copying D:\Perforce\UEM_Dev_UE5_Mobile_Int\CDNChunks\Windows\1.0\pakchunk1001\pakchunk1001-Windows.pak to D:\Perforce\UEM_Dev_UE5_Mobile_Int\game-content\v4.0.0\WindowsLite\high

D:\Perforce\UEM_Dev_UE5_Mobile_Int\CDNChunks\Windows\1.0\pakchunk1001\pakchunk1001-Windows.pak

1 File(s) copied

All files copied successfully!

Previous Manifest Not Found, comparisons will be skipped

The system cannot find the path specified.

0 file(s) moved.

Press any key to continue . . .

If any solution or suggestions available please let us know

Thanks

Hello!

It looks like you are running in the same problem described in this other thread: [Content removed]

The fix is still under review here and won’t be available before version 5.7 later this year. You can try the proposed fix to get unblocked until the official one is available.

In Engine\Source\Programs\BuildPatchTool\Private\BuildPatchTool.cpp

Replace the current BuildPatchToolMain method with the followig

`EReturnCode BuildPatchToolMain(const TCHAR* CommandLine)
{
// Handle legacy commandlines
CommandLine = HandleLegacyCommandline(CommandLine);
if (CommandLine == nullptr)
{
return EReturnCode::ArgumentProcessingError;
}

// Initialise application
GEngineLoop.PreInit(CommandLine);
UE_LOG(LogBuildPatchTool, Log, TEXT(“Executed with commandline: %s”), CommandLine);

// Check whether as a program, we should bump up the number of threads in GThreadPool.
CheckAndReallocThreadPool();

// Run the application
EReturnCode ReturnCode = RunBuildPatchTool();
if (ReturnCode != EReturnCode::OK)
{
UE_LOG(LogBuildPatchTool, Error, TEXT(“Tool exited with: %d”), (int32)ReturnCode);
}

// Shutdown
RequestEngineExit(TEXT(“BuildPatchToolMain Exiting”));

FEngineLoop::AppPreExit();
FEngineLoop::AppExit();

//FIX: Tear down the modules to prevent crashes during the static destruction phase.
FModuleManager::TearDown();

return ReturnCode;
}`

If this doesn’t help, I would need the logs to did down further. Please zip the entire logs folder and share it. Engine\Programs\AutomationTool\Saved\Logs.

Regards,

Martin

I reviewed the logs and the problem appears to during the shutdown phase of BPT. Did you build the BuildPatchTool program after changing the code? That tool is not compiled automatically.

The BPT will not get built with the Engine unless you trigger a full build of the solution which we do not recommend. It’s best if you compile the Development target for the BPT project in the solution.

I recommend installing the UnrealVS extension if you haven’t already. It’s toolbar makes it easier to change the project\tool you want to compile or debug. https://dev.epicgames.com/documentation/en\-us/unreal\-engine/using\-the\-unrealvs\-extension\-for\-unreal\-engine\-cplusplus\-projects

Hi [Content removed]

Unfortunately this did not work :frowning:

Logs are attached with this reply

I compiled Engine after applying changes, I believe that would have also built BPT.

Also, please let me know whether I am supposed to compile BPT with the Shipping or Development configuration.

HI [Content removed]

Sorry for late reply,

That solution worked for us.

Thanks for your support.