Hello! First time posting on here so if I’m not in the right place to ask, I apologized…
Currently experience FAILED Building when starting a new C++ Project. I have recently build Unreal Engine from source and was able to launch that successfully to start a new project.
When creating a C++ project and building in Visual Studio, I get the following error messages. Not sure what is causing these “Cancelled” lines but seeing if anyone here can help me figure it out.
Build started…
1>------ Build started: Project: GameLiftTest, Configuration: Development_Editor x64 ------
1>Using bundled DotNet SDK version: 6.0.302
1>Running UnrealBuildTool: dotnet “…..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” -Target=“GameLiftTestEditor Win64 Development -Project="C:\Users\16029\Desktop\GameLiftTest\GameLiftTest.uproject"” -Target=“ShaderCompileWorker Win64 Development -Quiet” -WaitMutex -FromMsBuild
1>Log file: G:\Development\Engines\UnrealEngine\Engine\Programs\UnrealBuildTool\Log.txt
1>Using ‘git status’ to determine working set for adaptive non-unity build (G:\Development\Engines\UnrealEngine).
1>Waiting for ‘git status’ command to complete
1>Terminating git child process due to timeout
1>Building GameLiftTestEditor and ShaderCompileWorker…
1>Using Visual Studio 2022 14.29.30146 toolchain (G:\Program Files\VS2022\VC\Tools\MSVC\14.29.30133) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>Determining max actions to execute in parallel (6 physical cores, 12 logical cores)
1> Executing up to 6 processes, one per physical core
1> Requested 1.5 GB free memory per action, 2.22 GB available: limiting max parallel actions to 1
1>Building 6 actions with 1 process…
1>[1/6] WriteMetadata UnrealEditor.version cancelled
1>[2/6] WriteMetadata GameLiftTestEditor.target cancelled
1>[3/6] Compile Module.VSSCA.cpp cancelled
1>[4/6] Touch dte80a.tlh
1> Touch dte80a.tlh: Exited with error code 1
1> Touch dte80a.tlh: WorkingDirectory G:\Development\Engines\UnrealEngine\Engine\Source
1> Touch dte80a.tlh: C:\WINDOWS\system32\cmd.exe /C “copy /b “G:\Development\Engines\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealEditor\Development\VisualStudioDTE\dte80a.tlh”+, “G:\Development\Engines\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealEditor\Development\VisualStudioDTE\dte80a.tlh” 1>nul:”
1>[5/6] Link UnrealEditor-VisualStudioSourceCodeAccess.lib cancelled
1>[6/6] Link UnrealEditor-VisualStudioSourceCodeAccess.dll cancelled
1>G:\Program Files\VS2022\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command “G:\Development\Engines\UnrealEngine\Engine\Build\BatchFiles\Build.bat -Target=“GameLiftTestEditor Win64 Development -Project="C:\Users\16029\Desktop\GameLiftTest\GameLiftTest.uproject"” -Target=“ShaderCompileWorker Win64 Development -Quiet” -WaitMutex -FromMsBuild” exited with code 6.
1>Done building project “GameLiftTest.vcxproj” – FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
Testing out the multiplayer feature for the Lyra starter kit and it requires to use the Unreal Engine from source. Was able to build from source and run the UnrealEditor.exe to get to the create new project screen. Creating a blueprint project works as normal. Creating a C++ project works and opens up in Visual Studio 2022.
But… When you right click the game project and “Build”. It takes up the day to compile then ends with a few cancelled files.
Looked all over google but didn’t see
Is Android SDK Required for the Engine Source? I recently removed the Android SDKs to free up space but may add them back during my testing to see if that helps.
Log started at 12/16/2022 13:27:10 (2022-12-16T21:27:10Z)
Adding event matcher: CompileEventMatcher
Adding event matcher: LinkEventMatcher
Adding event matcher: MicrosoftEventMatcher
Adding event matcher: XoreaxEventMatcher
No config file at G:\Development\Engines\UnrealEngine\Engine\Restricted\NotForLicensees\Programs\UnrealBuildTool\BuildConfiguration.xml
No config file at C:\Users\16029\Documents\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
Configuration will be read from:
G:\Development\Engines\UnrealEngine\Engine\Saved\UnrealBuildTool\BuildConfiguration.xml
C:\Users\16029\AppData\Roaming\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
Registering build platform: UnrealBuildTool.AndroidPlatformFactory
Note: Android toolchain NDK r25b recommended
Registering build platform: Android - buildable: False
Registering build platform: UnrealBuildTool.IOSPlatformFactory
IOS Installed SDK(s): MinVersion_Sdk=1100.0.0.0, MaxVersion_Sdk=1499.0, CurrentVersion_Sdk=1497.1.14.1, Version_AutoSdk=13.3, CurrentVersion_AutoSdk=
Registering build platform: IOS - buildable: True
Registering build platform: UnrealBuildTool.LinuxPlatformFactory
Registering build platform: Linux - buildable: False
Registering build platform: LinuxArm64 - buildable: False
Registering build platform: UnrealBuildTool.MacPlatformFactory
Mac Installed SDK(s): MinVersion_Sdk=1100.0.0.0, MaxVersion_Sdk=1499.0, CurrentVersion_Sdk=1497.1.14.1, Version_AutoSdk=13.3, CurrentVersion_AutoSdk=
Registering build platform: Mac - buildable: True
Registering build platform: UnrealBuildTool.TVOSPlatformFactory
TVOS Installed SDK(s): MinVersion_Sdk=1100.0.0.0, MaxVersion_Sdk=1499.0, CurrentVersion_Sdk=1497.1.14.1, Version_AutoSdk=13.3, CurrentVersion_AutoSdk=
Registering build platform: TVOS - buildable: True
Registering build platform: UnrealBuildTool.WindowsPlatformFactory
Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (1)
Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (2)
Found Windows 10 SDK version 10.0.17763.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.17763.0 at C:\Program Files (x86)\Windows Kits\10
Found Windows 10 SDK version 10.0.18362.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.18362.0 at C:\Program Files (x86)\Windows Kits\10
Found Windows 10 SDK version 10.0.19041.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.19041.0 at C:\Program Files (x86)\Windows Kits\10
Found Windows 10 SDK version 10.0.22000.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.22000.0 at C:\Program Files (x86)\Windows Kits\10
Found Windows 10 SDK version 10.0.22621.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.22621.0 at C:\Program Files (x86)\Windows Kits\10
Win64 Installed SDK(s): MinVersion_Sdk=10.0.00000.0, MaxVersion_Sdk=10.9.99999.0, CurrentVersion_Sdk=10.0.18362.0, Version_AutoSdk=10.0.18362.0, CurrentVersion_AutoSdk=
Registering build platform: Win64 - buildable: True
Registering build platform: UnrealBuildTool.HoloLensPlatformFactory
HoloLens Installed SDK(s): MinVersion_Sdk=10.0.00000.0, MaxVersion_Sdk=10.9.99999.0, CurrentVersion_Sdk=10.0.18362.0, Version_AutoSdk=10.0.18362.0, CurrentVersion_AutoSdk=
Registering build platform: HoloLens - buildable: True
Command line: G:\Development\Engines\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll “-Target=GameLiftTestEditor Win64 Development -Project="C:\Users\16029\Desktop\GameLiftTest\GameLiftTest.uproject"” “-Target=ShaderCompileWorker Win64 Development -Quiet” -WaitMutex -FromMsBuild
Log file: G:\Development\Engines\UnrealEngine\Engine\Programs\UnrealBuildTool\Log.txt
Deleting old log file: G:\Development\Engines\UnrealEngine\Engine\Programs\UnrealBuildTool\Log-backup-2022.08.07-15.23.06.txt
Using ‘git status’ to determine working set for adaptive non-unity build (G:\Development\Engines\UnrealEngine).
Waiting for ‘git status’ command to complete
Terminating git child process due to timeout
Generated code is up to date.
Generated code is up to date.
UnrealEditor-VisualStudioSourceCodeAccess.lib: Produced item “G:\Development\Engines\UnrealEngine\Engine\Plugins\Developer\VisualStudioSourceCodeAccess\Intermediate\Build\Win64\UnrealEditor\Development\VSSCA\UnrealEditor-VisualStudioSourceCodeAccess.lib” doesn’t exist.
GameLiftTestEditor.target: Produced item “C:\Users\16029\Desktop\GameLiftTest\Binaries\Win64\UnrealEditor.modules” doesn’t exist.
GameLiftTestEditor.target: Produced item “C:\Users\16029\Desktop\GameLiftTest\Binaries\Win64\GameLiftTestEditor.target” doesn’t exist.
UnrealEditor-VisualStudioSourceCodeAccess.dll: Produced item “G:\Development\Engines\UnrealEngine\Engine\Plugins\Developer\VisualStudioSourceCodeAccess\Binaries\Win64\UnrealEditor-VisualStudioSourceCodeAccess.pdb” doesn’t exist.
Module.VSSCA.cpp: Prerequisite G:\Development\Engines\UnrealEngine\Engine\Plugins\Developer\VisualStudioSourceCodeAccess\Intermediate\Build\Win64\UnrealEditor\Development\VSSCA\Module.VSSCA.cpp.obj.response is newer than the last execution of the action: 12/14/2022 09:22:44 vs 12/14/2022 05:00:40
dte80a.tlh: Produced item “G:\Development\Engines\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealEditor\Development\VisualStudioDTE\dte80a.tlh” doesn’t exist.
UnrealEditor.version: Prerequisite G:\Development\Engines\UnrealEngine\Engine\Binaries\Win64\UnrealEditor.exe is newer than the last execution of the action: 12/15/2022 13:01:34 vs 12/14/2022 08:31:24
Checking for live coding mutex: Global\LiveCoding_G++Development+Engines+UnrealEngine+Engine+Binaries+Win64+UnrealEditor.exe
Checking for live coding mutex: Global\LiveCoding_G++Development+Engines+UnrealEngine+Engine+Binaries+Win64+ShaderCompileWorker.exe
Building GameLiftTestEditor and ShaderCompileWorker…
Using Visual Studio 2022 14.29.30146 toolchain (G:\Program Files\VS2022\VC\Tools\MSVC\14.29.30133) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Determining max actions to execute in parallel (6 physical cores, 12 logical cores)
Executing up to 6 processes, one per physical core
Requested 1.5 GB free memory per action, 6.35 GB available: limiting max parallel actions to 4
Building 6 actions with 4 processes…
[1/6] Touch dte80a.tlh
Touch dte80a.tlh: Exited with error code 1
Touch dte80a.tlh: WorkingDirectory G:\Development\Engines\UnrealEngine\Engine\Source
Touch dte80a.tlh: C:\WINDOWS\system32\cmd.exe /C “copy /b “G:\Development\Engines\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealEditor\Development\VisualStudioDTE\dte80a.tlh”+, “G:\Development\Engines\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealEditor\Development\VisualStudioDTE\dte80a.tlh” 1>nul:”
[2/6] Compile Module.VSSCA.cpp cancelled
[3/6] Link UnrealEditor-VisualStudioSourceCodeAccess.dll cancelled
[4/6] Link UnrealEditor-VisualStudioSourceCodeAccess.lib cancelled
[5/6] WriteMetadata UnrealEditor.version cancelled
[6/6] WriteMetadata GameLiftTestEditor.target cancelled
CompilationResultException: Error: OtherCompilationError
at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List1 ActionsToExecute, List1 TargetDescriptors, ILogger Logger) in G:\Development\Engines\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 387
at UnrealBuildTool.BuildMode.Build(TargetMakefile[] Makefiles, List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger) in G:\Development\Engines\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 628
at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments, ILogger Logger) in G:\Development\Engines\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 242
at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in G:\Development\Engines\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 648
WriteFileIfChanged() wrote 0 changed files of 0 requested writes.
Timeline: