I am having this error in UE_5.2 in live Coding

Manual recompile triggered
---------- Creating patch ----------
Running C:\Program Files\Epic Games\UE_5.2\Engine\Build\BatchFiles\Build.bat -Target=“MyProjectEditor Win64 Development -Project=”“C:/Users/Administrator/Documents/Unreal Projects/MyProject/MyProject.uproject”“” -LiveCoding -LiveCodingModules=“C:/Program Files/Epic Games/UE_5.2/Engine/Intermediate/LiveCodingModules.txt” -LiveCodingManifest=“C:/Program Files/Epic Games/UE_5.2/Engine/Intermediate/LiveCoding.json” -WaitMutex -LiveCodingLimit=100
Using bundled DotNet SDK version: 6.0.302
Running UnrealBuildTool: dotnet “....\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” -Target=“MyProjectEditor Win64 Development -Project=”“C:/Users/Administrator/Documents/Unreal Projects/MyProject/MyProject.uproject”“” -LiveCoding -LiveCodingModules=“C:/Program Files/Epic Games/UE_5.2/Engine/Intermediate/LiveCodingModules.txt” -LiveCodingManifest=“C:/Program Files/Epic Games/UE_5.2/Engine/Intermediate/LiveCoding.json” -WaitMutex -LiveCodingLimit=100
Log file: C:\Users\Administrator\AppData\Local\UnrealBuildTool\Log.txt
Unhandled exception: System.UnauthorizedAccessException: Access to the path ‘C:\Program Files\Epic Games\UE_5.2\Engine\Intermediate\LiveCoding.json’ is denied.
at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options)
at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
at UnrealBuildTool.HotReload.WriteLiveCodingManifest(FileReference ManifestFile, List1 Actions, Dictionary2 OriginalFileToPatchedFile) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\HotReload.cs:line 1354
at UnrealBuildTool.HotReload.PatchActionsForTarget(BuildConfiguration BuildConfiguration, TargetDescriptor TargetDescriptor, TargetMakefile Makefile, List1 PrerequisiteActions, List1 TargetActionsToExecute, Dictionary2 InitialPatchedOldLocationToNewLocation, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\HotReload.cs:line 632 at UnrealBuildTool.BuildMode.Build(TargetMakefile[] Makefiles, List1 TargetDescriptors, BuildConfiguration BuildConfiguration, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 644
at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments, ILogger Logger) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 248
at UnrealBuildTool.UnrealBuildTool.Main(String ArgumentsArray) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 599
Build failed.

Hello there @ParmarManthan!

Following your log extract, the conflict can be seen in the following line:

Unhandled exception: System.UnauthorizedAccessException: Access to the path ‘C:\Program Files\Epic Games\UE_5.2\Engine\Intermediate\LiveCoding.json’ is denied.

This boils down to the live coding process not having proper rights to access LiveCoding.json, as it’s located in the Program Files folder. There are a few approaches for resolution here:

  • Disable UAC, via navigating to Change User Account Control settings (just search for “UAC” in the Start menu), and move the slider to “Never notify” (a system restart will be required)

  • Run UE as administrator (simply right click UE and select “Run as administrator”)

  • Check your active antivirus software, and either pause it for the process, or create an exception for UE

  • Re-locate your UE install to a less restrictive directoty in your system

  • If all else fails, disable Live Coding ( navigate to Edit > Editor Options and uncheck the “Editor Live Coding” option under the “Editor” tab)