I don’t know why, but when I loaded the project file after launching Unreal Engine, rather than directly launching the project file, I got a different problem.
I have a different problem with packaging than before.
I Googled and found answers to similar problems, but they didn’t solve my problem.
This is really giving me a headache… I need some help from the experts…
Below is the error message.
===================================================================
Missing UnrealGame binary.
You may have to build the UE project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UnrealGame
===================================================================
ERROR: The following files are set to be staged, but contain restricted folder names (“Android”):
Engine/Binaries/Win64/Android/UnrealEditor-AndroidDeviceDetection.dll
Engine/Binaries/Win64/Android/UnrealEditor-AndroidPlatformEditor.dll
Engine/Binaries/Win64/Android/UnrealEditor-AndroidRuntimeSettings.dll
Engine/Binaries/Win64/Android/UnrealEditor-AndroidTargetPlatform.dll
Engine/Binaries/Win64/Android/UnrealEditor.modules
[Restrictions]
HoloLens
Mac
IOS
Android
Linux
LinuxArm64
TVOS
Apple
Unix
SDLPlatform
EpicInternal
CarefullyRedist
NotForLicensees
NoRedist
If these files are intended to be distributed in packaged builds, move the source files out of a restricted folder, or remap them during staging using the following syntax in DefaultGame.ini:
[Staging]
+RemapDirectories=(From=“Foo/NoRedist”, To=“Foo”)
Alternatively, allow list them using this syntax in DefaultGame.ini:
[Staging]
+AllowedDirectories=MyGame/Content/Foo
(see C:\Users\computer\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.1\Log.txt for full exception trace)
AutomationException: The following files are set to be staged, but contain restricted folder names (“Android”):
Engine/Binaries/Win64/Android/UnrealEditor-AndroidDeviceDetection.dll
Engine/Binaries/Win64/Android/UnrealEditor-AndroidPlatformEditor.dll
Engine/Binaries/Win64/Android/UnrealEditor-AndroidRuntimeSettings.dll
Engine/Binaries/Win64/Android/UnrealEditor-AndroidTargetPlatform.dll
Engine/Binaries/Win64/Android/UnrealEditor.modules
[Restrictions]
HoloLens
Mac
IOS
Android
Linux
LinuxArm64
TVOS
Apple
Unix
SDLPlatform
EpicInternal
CarefullyRedist
NotForLicensees
NoRedist
If these files are intended to be distributed in packaged builds, move the source files out of a restricted folder, or remap them during staging using the following syntax in DefaultGame.ini:
[Staging]
+RemapDirectories=(From=“Foo/NoRedist”, To=“Foo”)
Alternatively, allow list them using this syntax in DefaultGame.ini:
[Staging]
+AllowedDirectories=MyGame/Content/Foo
at AutomationScripts.Project.CreateStagingManifest(ProjectParams Params, DeploymentContext SC) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 1484
at AutomationScripts.Project.CopyBuildToStagingDirectory(ProjectParams Params) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 4636
at BuildCookRun.DoBuildCookRun(ProjectParams Params) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 222
at BuildCookRun.ExecuteBuild() in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 42
at AutomationTool.BuildCommand.Execute() in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 344
at AutomationTool.BuildCommand.ExecuteAsync() in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 353
at AutomationTool.Automation.ExecuteAsync(List1 CommandsToExecute, Dictionary
2 Commands) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 257
at AutomationTool.Automation.ProcessAsync(ParsedCommandLine AutomationToolCommandLine, StartupTraceListener StartupListener, HashSet`1 ScriptModuleAssemblies) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 156
AutomationTool executed for 0h 0m 11s
AutomationTool exiting with ExitCode=1 (Error_Unknown)