Development Client config fail to be cooked

I’m trying to make a dedicated server and client.

Building the dedicated server, no problem.

When I try to make the client, I’m facing a problem with the WindowsClient cook plateform configuration when cooking the client.

In VS2013, I’ve selected “Development Client” configuration.
Built it, no problem.
The Client.Target.cs is the following:

using UnrealBuildTool;
using System.Collections.Generic;

public class KSGMClientTarget : TargetRules
{
	public KSGMClientTarget(TargetInfo Target)
	{
		Type = TargetType.Client;
	}

	//
	// TargetRules interface.
	//

	public override void SetupBinaries(
		TargetInfo Target,
		ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
		ref List<string> OutExtraModuleNames
		)
	{
		OutExtraModuleNames.AddRange( new string[] { "KSGM" } );
	}
    public override GUBPProjectOptions GUBP_IncludeProjectInPromotedBuild_EditorTypeOnly(UnrealTargetPlatform HostPlatform)
    {
        var Result = new GUBPProjectOptions();
        Result.bIsPromotable = true;
        return Result;
    }
}

After building successfully the exe, I’ve tried to cook.
The cooking configuration is:
Build Configuration : Development
Build UAT
Cook : By the book → WindowsClient
Cooker build configuration : Development
Do not package
Do not deploy

When I launch I received errors :

BuildCookRun.SetupParams: Setting up ProjectParams for D:\KadeoGames\UDK\KSGM\KSGM.uproject
BuildCommand.Execute: ERROR: BUILD FAILED
Program.Main: ERROR: AutomationTool terminated with exception:
Program.Main: ERROR: Exception in mscorlib: Requested value 'WindowsClient' was not found.
Stacktrace:    at System.Enum.EnumResult.SetFailure(ParseFailureKind failure, String failureMessageID, Object failureMessageFormatArgument)
   at System.Enum.TryParseEnum(Type enumType, String value, Boolean ignoreCase, EnumResult& parseResult)
   at System.Enum.Parse(Type enumType, String value, Boolean ignoreCase)
   at AutomationTool.ProjectParams.SetupTargetPlatforms(Dictionary`2& DependentPlatformMap, CommandUtils Command, List`1 OverrideTargetPlatforms, List`1 DefaultTargetPlatforms, Boolean AllowPlatformParams, String[] PlatformParamNames) in d:\GitHub\UnrealEngine\Engine\Source\Programs\AutomationTool\ProjectParams.cs:line 151
   at AutomationTool.ProjectParams..ctor(String RawProjectPath, CommandUtils Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList`1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, Nullable`1 StageNonMonolithic, String UE4Exe, String SignPak, List`1 ClientConfigsToBuild, List`1 ServerConfigsToBuild, ParamList`1 MapsToCook, ParamList`1 DirectoriesToCook, String InternationalizationPreset, ParamList`1 CulturesToCook, ParamList`1 ClientCookedTargets, ParamList`1 EditorTargets, ParamList`1 ServerCookedTargets, List`1 ClientTargetPlatforms, Dictionary`2 ClientDependentPlatformMap, List`1 ServerTargetPlatforms, Dictionary`2 ServerDependentPlatformMap, Nullable`1 Build, Nullable`1 Cook, String CookFlavor, Nullable`1 Run, Nullable`1 SkipServer, Nullable`1 Clean, Nullable`1 Compressed, Nullable`1 UseDebugParamForEditorExe, Nullable`1 IterativeCooking, Nullable`1 CookOnTheFly, Nullable`1 CookOnTheFlyStreaming, String AdditionalCookerOptions, String BasedOnReleaseVersion, String CreateReleaseVersion, String DLCName, Nullable`1 NewCook, Nullable`1 CrashReporter, Nullable`1 DedicatedServer, Nullable`1 Client, Nullable`1 Deploy, Nullable`1 FileServer, Nullable`1 Foreign, Nullable`1 ForeignCode, Nullable`1 LogWindow, Nullable`1 NoCleanStage, Nullable`1 NoClient, Nullable`1 NoDebugInfo, Nullable`1 NoXGE, Nullable`1 Package, Nullable`1 Pak, Nullable`1 Prereqs, Nullable`1 NoBootstrapExe, Nullable`1 SignedPak, Nullable`1 NullRHI, Nullable`1 FakeClient, Nullable`1 EditorTest, Nullable`1 RunAutomationTests, String RunAutomationTest, Nullable`1 CrashIndex, Nullable`1 Rocket, Nullable`1 SkipCook, Nullable`1 SkipCookOnTheFly, Nullable`1 SkipPak, Nullable`1 SkipStage, Nullable`1 Stage, Nullable`1 Manifests, Nullable`1 CreateChunkInstall, Nullable`1 Unattended, Nullable`1 NumClients, Nullable`1 Archive, String ArchiveDirectoryParam, Nullable`1 ArchiveMetaData, ParamList`1 ProgramTargets, Nullable`1 Distribution, Nullable`1 Prebuilt, Nullable`1 RunTimeoutSeconds, String OverrideMinimumOS, Nullable`1 IterativeDeploy) in d:\GitHub\UnrealEngine\Engine\Source\Programs\AutomationTool\ProjectParams.cs:line 423
   at BuildCookRun.SetupParams() in d:\GitHub\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 54
   at BuildCookRun.ExecuteBuild() in d:\GitHub\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 41
   at BuildCommand.Execute() in d:\GitHub\UnrealEngine\Engine\Source\Programs\AutomationTool\BuildCommand.cs:line 35
   at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) in d:\GitHub\UnrealEngine\Engine\Source\Programs\AutomationTool\Automation.cs:line 380
   at AutomationTool.Automation.Process(String[] CommandLine) in d:\GitHub\UnrealEngine\Engine\Source\Programs\AutomationTool\Automation.cs:line 355
   at AutomationTool.Program.MainProc(Object Param) in d:\GitHub\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 168
   at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param) in d:\GitHub\UnrealEngine\Engine\Source\Programs\AutomationTool\Utils.cs:line 705
   at AutomationTool.Program.Main() in d:\GitHub\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 115
Program.Main: ERROR: Requested value 'WindowsClient' was not found.
ProcessManager.KillAll: Trying to kill 0 spawned processes.
Program.Main: AutomationTool exiting with ExitCode=1
Domain_ProcessExit
ProcessManager.KillAll: Trying to kill 0 spawned processes.
AutomationToolLauncher exiting with ExitCode=1
copying UAT log files...
RunUAT.bat ERROR: AutomationTool was unable to run successfully.
BUILD FAILED

link text

What I’m doing wrong with the WindowsClient configuration ?
It works for WindowsServer and Windows, but not for WindowsClient.

I’m missing something ?

Txs for your help.
D.

This could be an issue with your YourGameClient.Target.cs.

Check for your current unreal engine version how the function

YourGameClientTarget::GetSupportedPlatforms

Should actually be implemented for a client target.

HTH.

Ok. Effectively.
Thank you.