Hello all,
I am attempting to set up a dedicated server that uses to cook a project I am working on, but for now I have been using a blank third-person project with an empty set of C++ code added to the project to see if I can get the basics down before I try to cook my big project.
I have been getting an error when trying to cook the test project using when running this batch script line:
“C:/Development/UnrealEngine/Engine/Build/BatchFiles/RunUAT.bat” BuildCookRun -rocket -compile -compileeditor -installed -nop4 -project=“%WORKSPACE%/MyProject2.uproject” -cook -stage -archive -archivedirectory=“%WORKSPACE%/temp/Development/x64” -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -targetplatform=Win64 -build
This is the output in the output log when the build command starts:
Project.Build: ********** BUILD COMMAND STARTED **********
CommandUtils.Run: Run: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\bin\MSBuild.exe C:/Development/UnrealEngine/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj /verbosity:minimal /nologo /target:Rebuild /property:Configuration=Development /property:Platform=AnyCPU
MSBuild: DotNETUtilities -> C:\Development\UnrealEngine\Engine\Binaries\DotNET\DotNETUtilities.dll
MSBuild: UnrealBuildTool -> C:\Development\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe
CommandUtils.Run: Run: Took 2.2849079s to run MSBuild.exe, ExitCode=0
CommandUtils.Run: Run: C:\Development\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win64 Development -Project=“C:\Program Files (x86)\workspace\TestProject\MyProject2.uproject” “C:\Program Files (x86)\workspace\TestProject\MyProject2.uproject” -remoteini=“C:\Program Files (x86)\workspace\TestProject” -noxge -generatemanifest -NoHotReload
UnrealBuildTool: Performing full C++ include scan (building a new target)
CommandUtils.Run: Run: Took 3.1087729s to run UnrealBuildTool.exe, ExitCode=0
Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: BUILD FAILED UBT Manifest C:\Program Files (x86)\workspace\TestProject\Intermediate/Build/Manifest.xml does not exist.
at AutomationTool.UE4Build.PrepareManifest(String ManifestName, Boolean bAddReceipt) in C:\Development\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 68
at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) in C:\Development\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 363 at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable
1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable
1 InChangelistNumberOverride, Dictionary2 InTargetToManifest) in C:\Development\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 1502 at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) in C:\Development\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:line 185 at BuildCookRun.DoBuildCookRun(ProjectParams Params) in C:\Development\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 210 at BuildCookRun.ExecuteBuild() in C:\Development\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 43 at AutomationTool.BuildCommand.Execute() in C:\Development\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 100 at AutomationTool.Automation.Execute(List
1 CommandsToExecute, CaselessDictionary1 Commands) in C:\Development\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 561 at AutomationTool.Automation.Process(String] Arguments) in C:\Development\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 531 at AutomationTool.Program.MainProc(Object Param) in C:\Development\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 135 at AutomationTool.InternalUtils.RunSingleInstance(Func
2 Main, Object Param) in C:\Development\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 704
at AutomationTool.Program.Main() in C:\Development\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 59
Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED
Build step ‘Execute Windows batch command’ marked build as failure
Finished: FAILURE
I believe the error is beginning here:
Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: BUILD FAILED UBT Manifest C:\Program Files (x86)\workspace\TestProject\Intermediate/Build/Manifest.xml does not exist.
I have tried google searching why I’d be getting an error related to Manifest.xml. I found lots of pages discussing cooking for Android, but I am cooking for Windows 64 bit and have Android disabled. When I browse to this file location on my dedicated server, it does indeed not have this file. Other than using Visual Studio 15 instead of 14, the build environment on my server matches that of my own personal computer identically, minus lacking a graphics card.
When I try to launch UE4, I do get an error:
DX11 feature level 10 is required to run the engine.
Could this Manifest.xml error be due to me lacking a graphics card on this dedicated server?
Building and cooking my UE4 project has become a major hassle, and as we are approaching Steam release, I’d really like to get these builds automated asap. They’re starting to take hours.
Any help or insight would be appreciated. If need be, I can gather more data about my server’s build environment, show more of the log, etc.