When I try to compile engine (latest from github) in Linux get the following error:
ERROR: System.Runtime.Serialization.SerializationException: serializationStream supports seeking, but its length is 0
at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.NoCheckDeserialize (System.IO.Stream serializationStream, System.Runtime.Remoting.Messaging.HeaderHandler handler) [0x00000] in <filename unknown>:0
at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize (System.IO.Stream serializationStream) [0x00000] in <filename unknown>:0
at UnrealBuildTool.ActionHistory..ctor (System.String InFilePath) [0x00000] in <filename unknown>:0
at UnrealBuildTool.ActionGraph.GetActionsToExecute (UnrealBuildTool.Action[] PrerequisiteActions, System.Collections.Generic.List`1 Targets, System.Collections.Generic.Dictionary`2& TargetToOutdatedPrerequisitesMap) [0x00000] in <filename unknown>:0
at UnrealBuildTool.UnrealBuildTool.RunUBT (System.String[] Arguments) [0x00000] in <filename unknown>:0
make: *** [CrashReportClient] Error 2
When you say you’re trying to compile the latest from github which branch are you referring to? If you’re able to compile 4.7.2 are you able to compile 4.7.3 through 4.7.6 (4.7.6 is the latest released version)?
Where in the build/compile process did the failure happen? I cloned the 4.7 branch onto my machine and was able to successfully run Setup.sh, GenerateProjectFiles.sh, and “make ShaderCompileWorker UnrealLightmass, UnrealPak UE4Editor” with no issues. Let me know what steps you took and where the process failed.
At what point are you building ClineCrashReporter? Do you have the same problem when building other versions of the engine as well? Could you go over the steps you’re taking when building the engine so that I know I’m doing the same that you are.
You were able to compile the source from the promoted branch but have errors when compiling from the release branch? At what point are you building ClinetCrashReporter in both cases? Can you walk through the steps taken when building the engine?
We’ve not heard back from you in a few days. Are you still getting an error when trying to build the engine on Linux? You can follow the steps here: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums for building the engine. You shouldn’t have to build the ClientCrashReporter directly during the build process. I will be marking this post as resolved for tracking purposes but feel free to comment here if you’re still having troubles and we will investigate further.