I’m having an issue with getting CrashReportClient to be staged along with a Windows build of my project.
I’m currently working on migrating my project from source built UE 5.3.1 to 5.4.2 and the problem exists in regardless of which of the two versions of the engine I use.
In the DefaultGame.ini for both engine versions (separate perforce streams and workspaces) I have
[/Script/UnrealEd.ProjectPackagingSettings]
IncludeCrashReporter=True
I have packaged with both Project Launcher and a Build Graph recipe. My Build Graph is based on \Engine\Build\Graph\Examples\BuildEditorAndTools.xml, but after compiling tools, editor, and game target, I run a “Cook” node for the appropriate platform and then a node which launches this powershell to stage with RunUAT:
param()
$env:uebp_UATMutexNoWait = "1"
$env:IsBuildMachine = "1"
& "[workspace]\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun "-project=[project path].uproject" -nop4 -NoCodeSign "-platform=Win64" "-clientconfig=Development" -SkipCook -cook -pak -stage "-stagingdirectory=Saved\StagedBuilds" -unattended -stdlog
exit $LastExitCode
Neither method results in a CrashReportClient executable being included in the resulting staged build. CRC executables are built and in the \Engine\Binaries dir of both machines I’ve tied this on:
What might be preventing CRC from being staged? Are there other config values I should check or some part of UAT/UBT I should start debugging at?