Error: RunUAT.bat ERROR: AutomationTool was unable to run successfully. Cannot build

Hi. I made the following steps:

1)I switched to another PC. With this machine I’m able to build a blank BP project. Still getting the error with my project even if i migrate the content from my project to the blank project.

2)I updated my sdk tools as you can see here

3)I configured my project in this way

4)I packaged for Android-all and still getting the error.
Here’s the log http://we.tl/IuFzUwqAnZ

Hey noblex,

I reached out to a fellow developer and here and he has provided a couple of additional questions that may help with this issues resolution. Would you also be able to provide a screenshot of your Project Settings>Android section?

Also, there seems to be an asset that contains unrecognizable data? If you move that asset to a separate project, would the build be failing as well?

Also, would you mind sharing your project so that I may be able to test this issue internally? You can send it to me privately via the forums here: https://forums.unrealengine.com/member.php?4890-Sean-Gribbin.

Thanks!

Here is the asset that is throwing an error: ‘L:/S.W.A.R.M/Content/Textures/TestImages/NewFolder/t-rex_Sprite_8.uasset’

Hi, here is a screen of android section.

Hi don’t know if there are unrecognized files in my project. How can I check?

Thanks again

Any news? Did anyone find a solution?

Hey noblex,

I had a couple of devs look into the project you sent over and I will let you know when I get a response back with more information on what may be occurring.

Thanks for your patience.

So. Now a month is passed from when I found the problem. Still no solution.
Me and my team are starting to think to move to Unity for our next projects. We are very disappointed.

Hey noblex,

Sorry about the lack of a response. Got a bit more information that is going to help us with this issue. Just wanted to verify with you that t-rex_Sprite_8.uasset has been removed from your project. Also, Can we get an updated log from your packaging attempts?

Thanks for your patience while we short this out!

If you want to eliminate any file, just do. I don’t have any problem with it.
Tomorrow I will try another packaging, deleting that asset. Hope it will work.

Hi, here I am. I deleted these sprites and trying to compile. Same error appeared. Here’s the log. http://we.tl/KgvWlFzhtz

Hi Noblex,

The new error in that log is to do with a blueprint compilation.
The blue print is in Blueprints/Actors/SpawnCoin.uasset.

The error is as follows.

MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: [2015.04.28-10.00.02:087][ 0]LogBlueprint:Warning: [spawnCoin] CreatePinForVariable: ‘root’ variable not found. Base class was probably changed.
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: [2015.04.28-10.00.02:098][ 0]LogBlueprint:Warning: [spawnCoin] CreatePinForVariable: ‘root’ variable not found. Base class was probably changed.
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: [2015.04.28-10.00.02:103][ 0]LogBlueprint:Warning: [compiler] Warning Could not find a variable named “root” in ‘coinBP_C’.
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: Make sure ‘coinBP_C’ has been compiled for Get root
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: [2015.04.28-10.00.02:104][ 0]LogBlueprint:Error: [compiler] Error The property associated with Root could not be found
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: [2015.04.28-10.00.02:108][ 0]LogBlueprint:Warning: [compiler] Warning [0042.46] Compile of spawnCoin failed. 1 Fatal Issue(s) 1 Warning(s) [in 9 ms]
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: [2015.04.28-10.00.02:108][ 0]LogBlueprint:Warning: [compiler] Warning [0042.46] Compile of spawnCoin failed. 1 Fatal Issue(s) 2 Warning(s) [in 0 ms]

In the editor reviewing this blueprint and trying to recompile should resolve this issue.

Hi MrFred. I can say we finally made a step over.

I was able to package! This is strange since that blueprint was one of the first ever made in that project and i packaged many times without problem from it.

The problem aren’t over yet, because i wan’t able to test the .apk on noone of my devices: I tryied on an Oppo Find 7 with Android 4.4 but the installation ends with an error (application not installed) and a Mediacom tablet with Android 4.2 and the application is installed, but crash at the exact moment i try to run it.

I hope I’ll solve these problem trying stuff on project settings, I’ll let you know. In the maintime let me thank you for your help.

Here is the log of the last packaging (Android ETC2) if you can look at it and tell me if you find anything more that has to be fixed:
http://we.tl/NPjbOekERx

Hi noblex,

Looking at your logs, I can tell your project is still trying to find (amongst others) the sprite assets. here is one instance of the error:

LoadErrors: Info Failed to load
/Game/Textures/TestImages/NewFolder/t-rex_Sprite_8.t-rex_Sprite_8
Referenced by PaperSpriteComponent_0

So it may be that even though you have removed the assets, your sprite component is still trying to find them.

Further, now that we have helped with your general packaging issues, I suspect that there might be some unsupported for mobile assets in your project. Have you had a chance to look over the guidelines for Mobile Development document?

Also, something that might be a problem is I see you’ve set your NDK to ‘android-22’ which will not work for devices running OS less than 5. Please see Josh Adams’ explanation of that issue in this other thread.

I hope some of this helps!

Thank you! I’m gonna re- that document now (i it first time when I started with Unreal… but time is passed).

i fixed my issue by reinstalling the NVPACK by keeping the install options in default not custom.

How do you guys compile the Blueprints??? i am confused of your conversation… MrFred…
Can you tell me a step by step on how to compile these blueprints??

Create a blank project and move the content folder into it. That’s my way to solve this, and it worked.

Thank you! This cleared up my problem with the RunUAT.bat ERROR

hi!

for me worked changing to matchndk from latest in tab