Can't "Launch" Game from editor, when using GitHub source

What I did:

  1. Build Development.
  2. Build Development Client
  3. Build Development Editor.

In that order. Then I had build my game source. All from clean slate.

And when I try to Launch I get this error:

[2014.10.15-18.16.24:416][831]LogPlayLevel:Display: UE4Build.Build: ************************* UE4Build:
[2014.10.15-18.16.24:417][831]LogPlayLevel:Display: UE4Build.Build: ************************* ForceMonolithic:
[2014.10.15-18.16.24:417][831]LogPlayLevel:Display: UE4Build.Build: ************************* ForceNonUnity:
[2014.10.15-18.16.24:417][831]LogPlayLevel:Display: UE4Build.Build: ************************* ForceDebugInfo:
[2014.10.15-18.16.24:432][832]LogPlayLevel:Display: UE4Build.Build: ************************* UseXGE:
[2014.10.15-18.16.24:432][832]LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists D:\Unreal\Source\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
[2014.10.15-18.16.24:444][833]LogPlayLevel:Display: InternalUtils.SafeDeleteFile: SafeDeleteFile D:\Unreal\Source\UnrealEngine\Engine\Intermediate\Build\Manifest.xml
[2014.10.15-18.16.24:444][833]LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists D:\Unreal\Source\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
[2014.10.15-18.16.24:445][833]LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists D:\Unreal\Source\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
The thread 0x5c7c has exited with code 0 (0x0).
[2014.10.15-18.16.24:524][840]LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_54fc_0///////STATCAT_Advanced//// old //STATGROUP_Threads//FLauncherTask///Thread_2524_0///////STATCAT_Advanced////
[2014.10.15-18.16.27:504][ 95]LogPlayLevel:Display: CommandUtils.Run: Run: D:\Unreal\Source\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe ActionRPGGame Win64 Development -generatemanifest D:\Unreal\RPGEngine\ActionRPGGame\ActionRPGGame.uproject  -noxge
[2014.10.15-18.16.27:517][ 96]LogPlayLevel:Display: CommandUtils.Run: Run: Took 3,0599371s to run UnrealBuildTool.exe, ExitCode=0
[2014.10.15-18.16.27:532][ 97]LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists D:\Unreal\Source\UnrealEngine\Engine\Intermediate\Build\Manifest.xml=True
[2014.10.15-18.16.27:533][ 97]LogPlayLevel:Display: InternalUtils.SafeCopyFile: SafeCopyFile D:\Unreal\Source\UnrealEngine\Engine\Intermediate\Build\Manifest.xml D:\Unreal\Source\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml
[2014.10.15-18.16.27:582][101]LogPlayLevel:Display: UE4Build.PrepareManifest: Copied UBT manifest to D:\Unreal\Source\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml
[2014.10.15-18.16.27:582][101]LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists D:\Unreal\Source\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
[2014.10.15-18.16.27:583][101]LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists D:\Unreal\Source\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
[2014.10.15-18.16.31:977][454]LogPlayLevel:Display: CommandUtils.Run: Run: D:\Unreal\Source\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe ActionRPGGame Win64 Development  D:\Unreal\RPGEngine\ActionRPGGame\ActionRPGGame.uproject  -noxge
[2014.10.15-18.16.34:645][679]LogPlayLevel:Display: UnrealBuildTool: Building UnrealHeaderTool...
[2014.10.15-18.16.34:658][680]LogPlayLevel:Display: UnrealBuildTool: Target is up to date.
[2014.10.15-18.16.43:690][370]LogPlayLevel:Display: UnrealBuildTool: Parsing headers for ActionRPGGame
The thread 0x54fc has exited with code 0 (0x0).
The thread 0x6760 has exited with code 0 (0x0).
[2014.10.15-18.16.44:040][371]LogPlayLevel:Display: UnrealBuildTool: D:/Unreal/Source/UnrealEngine/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorUserSettings.h(83) : Error: In EditorUserSettings: Invalid reference to unparsed class: '/Script/Kismet.BlueprintPaletteFavorites'
[2014.10.15-18.16.44:040][371]LogPlayLevel:Display: UnrealBuildTool: Error: Failed to generate code for ActionRPGGame - error code: 2
[2014.10.15-18.16.44:041][371]LogPlayLevel:Display: UnrealBuildTool: UnrealHeaderTool failed for target 'ActionRPGGame' (platform: Win64, module info: D:\Unreal\RPGEngine\ActionRPGGame\Intermediate\Build\Win64\ActionRPGGame\Development\UnrealHeaderTool.manifest).
[2014.10.15-18.16.44:041][371]LogPlayLevel:Display: CommandUtils.Run: Run: Took 16,2536007s to run UnrealBuildTool.exe, ExitCode=2
[2014.10.15-18.16.44:043][371]LogPlayLevel:Display: ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:2): D:\Unreal\Source\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe ActionRPGGame Win64 Development  D:\Unreal\RPGEngine\ActionRPGGame\ActionRPGGame.uproject  -noxge. See logfile for details: 'UnrealBuildTool.txt'
[2014.10.15-18.16.44:044][371]LogPlayLevel:Display: BuildCommand.Execute: ERROR: BUILD FAILED
[2014.10.15-18.16.44:044][371]LogPlayLevel:Display: Program.Main: ERROR: AutomationTool terminated with exception:
[2014.10.15-18.16.44:045][371]LogPlayLevel:Display: Program.Main: ERROR: Exception in AutomationTool: Command failed (Result:2): D:\Unreal\Source\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe ActionRPGGame Win64 Development  D:\Unreal\RPGEngine\ActionRPGGame\ActionRPGGame.uproject  -noxge. See logfile for details: 'UnrealBuildTool.txt'
[2014.10.15-18.16.44:045][371]LogPlayLevel:Display: Stacktrace:    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options) in d:\Unreal\Source\UnrealEngine\Engine\Source\Programs\AutomationTool\ProcessUtils.cs:line 789
[2014.10.15-18.16.44:045][371]LogPlayLevel:Display:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName) in d:\Unreal\Source\UnrealEngine\Engine\Source\Programs\AutomationTool\UBTUtils.cs:line 33
[2014.10.15-18.16.44:046][371]LogPlayLevel:Display:    at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity) in d:\Unreal\Source\UnrealEngine\Engine\Source\Programs\AutomationTool\UE4Build.cs:line 321
[2014.10.15-18.16.44:047][371]LogPlayLevel:Display:    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity) in d:\Unreal\Source\UnrealEngine\Engine\Source\Programs\AutomationTool\UE4Build.cs:line 1273
[2014.10.15-18.16.44:047][371]LogPlayLevel:Display:    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) in d:\Unreal\Source\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:line 114
[2014.10.15-18.16.44:048][371]LogPlayLevel:Display:    at BuildCookRun.DoBuildCookRun(ProjectParams Params) in d:\Unreal\Source\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 249
[2014.10.15-18.16.44:049][371]LogPlayLevel:Display:    at BuildCommand.Execute() in d:\Unreal\Source\UnrealEngine\Engine\Source\Programs\AutomationTool\BuildCommand.cs:line 37
[2014.10.15-18.16.44:049][371]LogPlayLevel:Display:    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) in d:\Unreal\Source\UnrealEngine\Engine\Source\Programs\AutomationTool\Automation.cs:line 371
[2014.10.15-18.16.44:050][371]LogPlayLevel:Display:    at AutomationTool.Automation.Process(String[] CommandLine) in d:\Unreal\Source\UnrealEngine\Engine\Source\Programs\AutomationTool\Automation.cs:line 343
[2014.10.15-18.16.44:050][371]LogPlayLevel:Display:    at AutomationTool.Program.MainProc(Object Param) in d:\Unreal\Source\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 166
[2014.10.15-18.16.44:051][371]LogPlayLevel:Display:    at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param) in d:\Unreal\Source\UnrealEngine\Engine\Source\Programs\AutomationTool\Utils.cs:line 631
[2014.10.15-18.16.44:051][371]LogPlayLevel:Display:    at AutomationTool.Program.Main() in d:\Unreal\Source\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 113
[2014.10.15-18.16.44:051][371]LogPlayLevel:Display: Program.Main: ERROR: Command failed (Result:2): D:\Unreal\Source\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe ActionRPGGame Win64 Development  D:\Unreal\RPGEngine\ActionRPGGame\ActionRPGGame.uproject  -noxge. See logfile for details: 'UnrealBuildTool.txt'
[2014.10.15-18.16.44:052][371]LogPlayLevel:Display: ProcessManager.KillAll: Trying to kill 0 spawned processes.
[2014.10.15-18.16.44:055][371]LogPlayLevel:Display: Program.Main: AutomationTool exiting with ExitCode=2
[2014.10.15-18.16.44:056][371]LogPlayLevel:Display: Domain_ProcessExit
[2014.10.15-18.16.44:057][371]LogPlayLevel:Display: ProcessManager.KillAll: Trying to kill 0 spawned processes.
[2014.10.15-18.16.44:057][371]LogPlayLevel:Display: AutomationToolLauncher exiting with ExitCode=2
[2014.10.15-18.16.44:057][371]LogPlayLevel:Display: copying UAT log files...
[2014.10.15-18.16.44:058][371]LogPlayLevel:Display: RunUAT.bat ERROR: AutomationTool was unable to run successfully.
[2014.10.15-18.16.44:058][371]LogPlayLevel:Display: BUILD FAILED

I guess this line is of particular importance:

UnrealBuildTool: 
D:/Unreal/Source/UnrealEngine/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorUserSettings.h(83) : Error: In EditorUserSettings: Invalid reference to unparsed class: '/Script/Kismet.BlueprintPaletteFavorites'

And here is my uproject file:

{
	"FileVersion": 3,
	"EngineAssociation": "4.5",
	"Category": "",
	"Description": "",
	"Modules": [
		{
			"Name": "ActionRPGGame",
			"Type": "Runtime",
			"LoadingPhase": "Default"
		},
		{
			"Name": "ActionRPGGameEditor",
			"Type": "Developer",
			"LoadingPhase": "Default"
		}
	],
	"TargetPlatforms": [
		"WindowsNoEditor",
	]
}

It turned out to be somehow convoluted issue.

Firsst I remove this from my Game.Target.cs:

    if (UEBuildConfiguration.bBuildEditor)
   {
        OutExtraModuleNames.Add("ActionRPGGameEditor");
    }

Then in one of my code files I had

#if WITH_EDITOR

Which I also just got rid of. It should stay, but I just wanted to get it working at this point.

And this got it working.