Jenkins RunUAT build automation tool does not recompile C++ code

Hey everyone,

for our new project we set up Jenkins for automated building, since we are using a dedicated PC for use with our HTC Vive.

General cooking/staging/packaging etc. works perfectly fine, but once we check in new C++ code it doesn’t recompile that part. Using the Unreal Editor recompiling and building works fine.

We are using this Windows Batch Script, as given in A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums

RunUAT BuildCookRun -project="C:/workspace/PhoenixDebug/Phoenix.uproject" -noP4 -platform=Win64 -clientconfig=Development -serverconfig=Development -cook -build -allmaps -stage -pak -archive -archivedirectory="C:/workspace/Build"

Does anyone have a working example of the batch script, that makes C++ compile correctly? I appended the output log given by Jenkins.

Help would be much appreciated.

Greetings,
Ciaviel

Hey Ciaviel,

We do not support Jenkins, and as such are not able to take any further action regarding this issue.

However, if you believe that it is something related to Unreal and you can reproduce it without Jenkins, feel free to respond to this thread and reopen it and I’ll be glad to continue investigating.

Thanks for your report.

Have a great day