Cannot open a copy of a 4.10 project

When I try to open a 4.10 project, I get the following message

“Couldn’t copy project. Check you have sufficient hard drive space and write access to the project folder.”

There is total write access to the partition. What I think is going on, is that if the “copy” is being made using the build farm path, that has been selected by the engine to be my D: partition, which only has 66MB (note the MB, not GB, but MB) of free space on it.

As the partition (P:) that the copy should be made on, has 450+ GB of free space.

Is there anyway to change the “buildfarm” path?

,

Ok, then I don’t have any idea why it’s telling me, using 4.11 Preview 2, that when opening up a 4.10 project, and being offered the option to “make a copy”, that it keeps telling me that the partition is locked, or there is not enough storage space, the target partition in this case, has 450GB+ free disk space.

I also cannot create a new C++ project, as 4.11 Preview 2, blows up, as soon as the UE4 editor opens up.

Hey jayice-

The editor will attempt to create the copy of the project in the same folder that the original project folder exists in. If you’d like to create the copy on a different drive the easiest solution would be to move the original to that drive, then make the copied project and move the original project back to its original location.

Cheers

Which drive is the original project on? Can you also explain what you’re doing with 4.11? If you’re still having issues creating a c++ project in 4.11, it would be best to create a new post for this to keep both issues separate. This helps keep information straight and helps when searching for a specific issue.

Hello ,

The original project is on the P: partition/Drive, this is the drive with the 450+ GB of free space (the D: partition which is what the “buildfarm” is pointing too, is the partition/Drive with 66MB free). When I attempt to open the project using 4.11 preview 1 or 2, I’m prompted to make a “copy” (as I should be prompted for that), then within a few seconds, i’m told that the drive/partition (P:), is either write locked, or doesn’t have enough storage space on it, to make a copy.

now the target drive (P:) has tons of space, and is not “write locked” at all. Because the original project, which was created with 4.10.x, is working just fine in 4.10.x and I"m making changes daily to a C plugin, blueprints, the map, etc.

The UE4 Launcher, Editor, etc are on the G: Partition, and this partition has plenty of space as well, with over 140GB of free space. The C: Drive has over 30GB of free space (as I see some things from UE4 still on the C: parition, even though I wish they weren’t). So all drives/partitions have plenty of space to make this copy, except for the D: drive/partition, which doesn’t have a prayer at 66 Megabytes.

Just holler if I can do anything, or you need more information.

,

I’m downloading preview 3 right now, and well update this thread on the results.

,

Got Preview 3 downloaded, and did the following.

  1. Started 4.11 preview 3
  2. Selected the 4.10 project on the P: drive
  3. Clicked on make a copy, when prompted
  4. Copy appeared to be made

Then got the following.

The project could not be compiled. Would you like to open it in Visual Studio?

Running G:/ue4launcher/Epic Games/4.11/Engine/Binaries/DotNET/UnrealBuildTool.exe IwTranCpE410V2 Development Win64 -project=“P:/p_epic_sub/IwTranCpE410V2 4.11/IwTranCpE410V2.uproject” -editorrecompile -progress -noubtmakefiles -NoHotReloadFromIDE -2015
@progress push 5%
Parsing headers for IwTranCpE410V2Editor
Running UnrealHeaderTool “P:\p_epic_sub\IwTranCpE410V2 4.11\IwTranCpE410V2.uproject” “P:\p_epic_sub\IwTranCpE410V2 4.11\Intermediate\Build\Win64\IwTranCpE410V2Editor\Development\UnrealHeaderTool.manifest” -LogCmds=“loginit warning, logexit warning, logdatabase error” -Unattended -installed
LogCompile:Error: Failed to initialize the engine (PreInit failed).
Error: Failed to generate code for IwTranCpE410V2Editor - error code: CrashOrAssert (3)
UnrealHeaderTool failed for target ‘IwTranCpE410V2Editor’ (platform: Win64, module info: P:\p_epic_sub\IwTranCpE410V2 4.11\Intermediate\Build\Win64\IwTranCpE410V2Editor\Development\UnrealHeaderTool.manifest).

This project does have a C++ plugin, which has no issues under 4.10.1 or 2

Just holler if there is other information needed.

,

When attempting to build the source manually, this is the output.

1>------ Build started: Project: IwTranCpE410V2, Configuration: Development_Editor x64 ------
1> Performing full C++ include scan (building a new target)
1> Creating makefile for IwTranCpE410V2Editor (no existing makefile)
1> Parsing headers for IwTranCpE410V2Editor
1> Running UnrealHeaderTool “P:\p_epic_sub\IwTranCpE410V2 4.11\IwTranCpE410V2.uproject” “P:\p_epic_sub\IwTranCpE410V2 4.11\Intermediate\Build\Win64\IwTranCpE410V2Editor\Development\UnrealHeaderTool.manifest” -LogCmds=“loginit warning, logexit warning, logdatabase error” -Unattended -installed
1>LogCompile : error : Failed to initialize the engine (PreInit failed).
1>Error : Failed to generate code for IwTranCpE410V2Editor - error code: CrashOrAssert (3)
1> UnrealHeaderTool failed for target ‘IwTranCpE410V2Editor’ (platform: Win64, module info: P:\p_epic_sub\IwTranCpE410V2 4.11\Intermediate\Build\Win64\IwTranCpE410V2Editor\Development\UnrealHeaderTool.manifest).
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(37,5): error MSB3073: The command ““G:\ue4launcher\Epic Games\4.11\Engine\Build\BatchFiles\Build.bat” IwTranCpE410V2Editor Win64 Development “P:\p_epic_sub\IwTranCpE410V2 4.11\IwTranCpE410V2.uproject” -waitmutex -2015” exited with code -1.
1>
1>Project Performance Summary:
1> 9316 ms P:\p_epic_sub\IwTranCpE410V2 4.11\Intermediate\ProjectFiles\IwTranCpE410V2.vcxproj 1 calls
1> 9316 ms Build 1 calls
1>
, 0 skipped ==========

If you create a new project on the C or G drive and make a copy of that project, does it attempt to place it on the same drive or does it try to put it on the D as well? When creating a copy of a project just now, the copy was created on the same drive as the original project.

The error when compiling source code would best be addressed in a new post so that the information doesn’t get lost in the context of this issue and to make make it easier in the future for someone with the same issue to search and find the information.

,

UE4 was never attempting to put the copied project onto the D; drive, at least not to my knowledge. When it finally did work with Preview 3, it placed it on the correct drive.

The only reason I brought up the D: drive, is that I do see it used as the “buildfarm” partition, and it is the only drive on my system, that would be too small, to hold the project. As the project is less than 3GB in size.

At this time though, the project is being copied properly.

It has the issue with the being able to compile as previously noted. I just don’t have time to chase that down at this point. Having far too many issues with “overlapping components and actors”.

I’m glad to hear that the project is copying properly. It seems switching to 4.11 Preview 3 helped? As for the compiler error, I can’t say for sure what “CrashOrAssert (3)” means. If you check the output tab rather than the error tab it should give more information about what exactly is crashing. Since it appears that you are able to get the project copied I will be marking this as resolved. If you do have further questions about the compile issue, as stated, it would be best to open a separate post for that.

Cheers