Please help, I am going crazy.
Version: Ue5.1.1 Visual Studio 2022
Script: Blueprint
【Tested】
①In the constructor of the MyProjectTarget class (MyProjectTarget(TargetInfo Target) : base(Target)), add the line “[Upgrade].
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1; //”
line was added. → Packaging still failed in this case.
➁I created a new first-person project and packaged it without tampering with anything. → Packaging was successful.
③Reviewed Visual Studio 2022 → probably no problem.
④All builds → probably no problem. One concern is that there is also a log that says the lighting build is successful and a UI after success, and visually, as far as I can see in the editor, the lighting is built, but PIE asks me to build the lighting.
⑤Move Intermediate folder to another folder → no effect
The red text of the error did not appear in the log.
By the way, I am currently reinstalling UE 5.1.1.
助けてください、気が狂いそうです。マジで。
バージョン:Ue5.1.1 Visual Studio 2022
スクリプト:Blueprint
【試したこと】
①MyProjectTarget クラスのコンストラクタ (MyProjectTarget(TargetInfo Target) : base(Target)) の中に、「[Upgrade]
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1; //」
の行を追加しました。→パッケージ化はこの場合でも失敗しました。
➁新しくファーストパーソンプロジェクトを作成し、何もいじらないでパッケージ化してみました。→パッケージ化は成功しました。
③ビジュアルスタジオ2022の見直し→おそらく問題なし
④全ビルド→おそらく問題ない。懸念点としては、ライティングのビルドを成功しているというログと成功後のUIもあり、視覚的にもエディタで見る限りはライティングがビルドされているのに、PIEではライティングのビルドをしてくれと出る。
⑤Intermediate フォルダを別のフォルダに移動→効果なし
エラーの赤文字はログに出てきませんでした。
ちなみに現在はUE5.1.1を再インストール中です。
↓Log
Cmd: MAP LOAD FILE=“…/…/…/…/…/…/Users/xsaep/Documents/Unreal Projects/KaeruUprojectFile/Content/Maps/Atrie.umap” TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=4
LightingResults: New page: ライティングのビルド
LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
MapCheck: New page: マップをチェック
LightingResults: New page: <何も選択されていません>
LogAudio: Display: Audio Device unregistered from world ‘None’.
LogUObjectHash: Compacting FUObjectHashTables data took 0.26ms
LogStaticMesh: StaticMesh /Game/KiteDemo/Environments/Foliage/Flowers/Buttercup/SM_Buttercup_Patch_01.SM_Buttercup_Patch_01 should be resaved to improve async compilation performance.
LogStaticMesh: Warning: Mesh SM_Buttercup_Patch_01 is recomputing physics on load. It must be resaved before it will cook deterministically. Please resave /Game/KiteDemo/Environments/Foliage/Flowers/Buttercup/SM_Buttercup_Patch_01.SM_Buttercup_Patch_01.
LogStaticMesh: StaticMesh /Game/KiteDemo/Environments/Foliage/Flowers/FieldScabious/SM_FieldScabious_01.SM_FieldScabious_01 should be resaved to improve async compilation performance.
LogStaticMesh: StaticMesh /Game/KiteDemo/Environments/Foliage/Flowers/Yarrow/SM_Yarrow3.SM_Yarrow3 should be resaved to improve async compilation performance.
LogStaticMesh: Warning: Mesh SM_Yarrow3 is recomputing physics on load. It must be resaved before it will cook deterministically. Please resave /Game/KiteDemo/Environments/Foliage/Flowers/Yarrow/SM_Yarrow3.SM_Yarrow3.
LogAudio: Display: Audio Device (ID: 1) registered with world ‘Atrie’.
LogChaos: FPhysicsSolverBase::AsyncDt:-1.000000
LogTurnkeySupport: Turnkey Device: Win64@SAEPC: (Name=SAEPC, Type=Computer, Status=Valid, , Flags=“Device_InstallSoftwareValid”)
LogAIModule: Creating AISystem for world Atrie
LogSkeletalMesh: Display: スキン処理されたアセットの準備ができるのを待ってます。0/1 (Misasuisitai2)…
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
LogUObjectHash: Compacting FUObjectHashTables data took 0.66ms
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: マップチェックが完了: 0 エラー、 0 警告、完了に 0.22ミリ秒かかりました。
LogFileHelpers: Loading map ‘Atrie’ took 5.180
LogUnrealEdMisc: Total Editor Startup Time, took 11.050
LogShaderCompilers: Display: ================================================
LogShaderCompilers: Display: === FShaderJobCache stats ===
LogShaderCompilers: Display: Total job queries 41, among them cache hits 13 (31.71%)
LogShaderCompilers: Display: Tracking 28 distinct input hashes that result in 25 distinct outputs (89.29%)
LogShaderCompilers: Display: RAM used: 0.19 MB (0.00 GB) of 1638.40 MB (1.60 GB) budget. Usage: 0.01%
LogShaderCompilers: Display: === Shader Compilation stats ===
LogShaderCompilers: Display: Shaders Compiled: 0
LogShaderCompilers: Display: Jobs assigned 0, completed 0 (0.00%)
LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 0.00 s
LogShaderCompilers: Display: ================================================
LogWindowsTextInputMethodSystem: Activated input method: 日本語 (日本) - Microsoft IME (TSF IME).
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogPakFile: Display: Mounted Pak file ‘C:/Program Files/Epic Games/UE_5.1/FeaturePacks/StarterContent.upack’, mount point: ‘root:/’
LogPakFile: Display: Mounted Pak file ‘C:/Program Files/Epic Games/UE_5.1/FeaturePacks/TP_FirstPerson.upack’, mount point: ‘root:/’
LogPakFile: Display: Mounted Pak file ‘C:/Program Files/Epic Games/UE_5.1/FeaturePacks/TP_FirstPersonBP.upack’, mount point: ‘root:/’
LogPakFile: Display: Mounted Pak file ‘C:/Program Files/Epic Games/UE_5.1/FeaturePacks/TP_HandheldARBP.upack’, mount point: ‘root:/’
LogPakFile: Display: Mounted Pak file ‘C:/Program Files/Epic Games/UE_5.1/FeaturePacks/TP_ThirdPerson.upack’, mount point: ‘root:/’
LogPakFile: Display: Mounted Pak file ‘C:/Program Files/Epic Games/UE_5.1/FeaturePacks/TP_ThirdPersonBP.upack’, mount point: ‘root:/’
LogPakFile: Display: Mounted Pak file ‘C:/Program Files/Epic Games/UE_5.1/FeaturePacks/TP_TopDown.upack’, mount point: ‘root:/’
LogPakFile: Display: Mounted Pak file ‘C:/Program Files/Epic Games/UE_5.1/FeaturePacks/TP_TopDownBP.upack’, mount point: ‘root:/’
LogPakFile: Display: Mounted Pak file ‘C:/Program Files/Epic Games/UE_5.1/FeaturePacks/TP_VehicleAdvBP.upack’, mount point: ‘root:/’
LogPakFile: Display: Mounted Pak file ‘C:/Program Files/Epic Games/UE_5.1/FeaturePacks/TP_VirtualRealityBP.upack’, mount point: ‘root:/’
LogSlate: Took 0.000119 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Regular.ttf’ (155K)
LogSlate: Took 0.000230 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Editor/Slate/Fonts/GenEiGothicPro-Regular.otf’ (707K)
LogSlate: Took 0.000111 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/DroidSansMono.ttf’ (77K)
LogSlate: Took 0.000315 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Editor/Slate/Fonts/GenEiGothicPro-Bold.otf’ (698K)
LogSlate: Took 0.000212 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Editor/Slate/Fonts/GenEiGothicPro-SemiBold.otf’ (703K)
LogSlate: Took 0.000214 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Editor/Slate/Fonts/GenEiGothicPro-Heavy.otf’ (704K)
LogSlate: Took 0.000184 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Editor/Slate/Fonts/GenEiGothicPro-Light.otf’ (713K)
LogSlate: Took 0.000157 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Italic.ttf’ (157K)
LogViewport: Scene viewport resized to 1561x512, mode Windowed.
LogD3D12RHI: Warning: Waited for PSO creation for 100.000000ms
LogStall: Startup…
LogStall: Startup complete.
LogLoad: (Engine Initialization) Total time: 11.87 seconds
LogLoad: (Engine Initialization) Total Blueprint compile time: 0.00 seconds
LogContentStreaming: Texture pool size now 1000 MB
LogSlate: Took 0.000126 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Bold.ttf’ (160K)
LogAssetRegistry: Asset discovery search completed in 11.8846 seconds
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000004 seconds (updated 0 objects)
LogNavigationDataBuild: Navigation data generation finished for RecastNavMesh-Default (RecastNavMesh /Game/Maps/Atrie.Atrie:PersistentLevel.RecastNavMesh-Default).
Launching UnrealBuildTool… [C:/Program Files/Epic Games/UE_5.1/Engine/Build/BatchFiles/Build.bat -Mode=QueryTargets -Output=“C:/Program Files/Epic Games/UE_5.1/Engine/Intermediate/TargetInfo.json”]
Launching UnrealBuildTool… [C:/Program Files/Epic Games/UE_5.1/Engine/Build/BatchFiles/Build.bat -Mode=QueryTargets -Output=“C:/Program Files/Epic Games/UE_5.1/Engine/Intermediate/TargetInfo.json”]
LogDesktopPlatform: Warning: Unable to read target info for engine
LogUObjectHash: Compacting FUObjectHashTables data took 0.50ms
LogTurnkeySupport: Project requires temp target (HairStrands プラグインは有効です)
LogLauncherProfile: Unable to use promoted target - …/…/…/…/…/…/Users/xsaep/Documents/Unreal Projects/KaeruUprojectFile/Binaries/Win64/UnrealGame-Win64-Shipping.target does not exist.
LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c "“C:/Program Files/Epic Games/UE_5.1/Engine/Build/BatchFiles/RunUAT.bat” -ScriptsForProject=“C:/Users/xsaep/Documents/Unreal Projects/KaeruUprojectFile/MyProject.uproject” Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=50983 -project=“C:/Users/xsaep/Documents/Unreal Projects/KaeruUprojectFile/MyProject.uproject” BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=“C:/Users/xsaep/Documents/Unreal Projects/KaeruUprojectFile/MyProject.uproject” -unrealexe="C:\Program Files
\Epic Games\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -platform=Win64 -installed -stage -archive -package -build -pak -iostore -compressed -prereqs -archivedirectory=“C:/Users/xsaep/Documents/KaeruMeisekimuPackageFile” -nodebuginfo" -nocompile -nocompileuat ]
UATHelper: パッケージ化 (Windows): Running AutomationTool…
UATHelper: パッケージ化 (Windows): Using bundled DotNet SDK version: 6.0.302
UATHelper: パッケージ化 (Windows): Starting AutomationTool…
UATHelper: パッケージ化 (Windows): Parsing command line: -ScriptsForProject=“C:/Users/xsaep/Documents/Unreal Projects/KaeruUprojectFile/MyProject.uproject” Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=50983 -project=“C:/Users/xsaep/Documents/Unreal Projects/KaeruUprojectFile/MyProject.uproject” BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=“C:/Users/xsaep/Documents/Unreal Projects/KaeruUprojectFile/MyProject.uproject” -unrealexe=“C:\Program Files\Epic Games\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Cmd.exe” -platform=Win64 -inst
alled -stage -archive -package -build -pak -iostore -compressed -prereqs -archivedirectory=C:/Users/xsaep/Documents/KaeruMeisekimuPackageFile -nodebuginfo -nocompile -nocompileuat
UATHelper: パッケージ化 (Windows): Initializing script modules…
UATHelper: パッケージ化 (Windows): Total script module initialization time: 0.13 s.
UATHelper: パッケージ化 (Windows): Executing commands…
UATHelper: パッケージ化 (Windows): Installed Sdk validity:
UATHelper: パッケージ化 (Windows): Win64: (Status=Valid, MinAllowed_Sdk=10.0.00000.0, MaxAllowed_Sdk=10.9.99999.0, Current_Sdk=10.0.22621.0, Allowed_AutoSdk=10.0.18362.0, Current_AutoSdk=, Flags=“InstalledSdk_ValidVersionExists”)
UATHelper: パッケージ化 (Windows): Scanning for envvar changes…
UATHelper: パッケージ化 (Windows): … done!
UATHelper: パッケージ化 (Windows): Cleaning Temp Paths…
UATHelper: パッケージ化 (Windows): BUILD SUCCESSFUL
UATHelper: パッケージ化 (Windows): Setting up ProjectParams for C:\Users\xsaep\Documents\Unreal Projects\KaeruUprojectFile\MyProject.uproject
UATHelper: パッケージ化 (Windows): MyProject.uproject requires a temporary target.cs to be generated (HairStrands plugin is enabled)
UATHelper: パッケージ化 (Windows): ********** BUILD COMMAND STARTED **********
UATHelper: パッケージ化 (Windows): Running: C:\Program Files\Epic Games\UE_5.1\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe “C:\Program Files\Epic Games\UE_5.1\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” MyProject Win64 Development -Project=“C:\Users\xsaep\Documents\Unreal Projects\KaeruUprojectFile\MyProject.uproject” “C:\Users\xsaep\Documents\Unreal Projects\KaeruUprojectFile\MyProject.uproject” -NoUBTMakefiles -remoteini=“C:\Users\xsaep\Documents\Unreal Projects\KaeruUprojectFile” -skipdeploy -Manifest="C:\Users\xsaep\Documents\Unreal Projects\KaeruUprojectFile\I
ntermediate\Build\Manifest.xml" -NoHotReload -log=“C:\Users\xsaep\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.1\UBT-MyProject-Win64-Development.txt”
UATHelper: パッケージ化 (Windows): Log file: C:\Users\xsaep\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.1\UBT-MyProject-Win64-Development.txt
UATHelper: パッケージ化 (Windows): Writing manifest to C:\Users\xsaep\Documents\Unreal Projects\KaeruUprojectFile\Intermediate\Build\Manifest.xml
UATHelper: パッケージ化 (Windows): Building MyProject…
UATHelper: パッケージ化 (Windows): Using Visual Studio 2022 14.43.34808 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.43.34808) and Windows 10.0.22621.0 SDK (C:\Program Files (x86)\Windows Kits\10).
UATHelper: パッケージ化 (Windows): [Upgrade]
UATHelper: パッケージ化 (Windows): [Upgrade] Using backward-compatible include order. The latest version of UE has changed the order of includes, which may require code changes. The current setting is:
UATHelper: パッケージ化 (Windows): [Upgrade] IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_0
UATHelper: パッケージ化 (Windows): [Upgrade] Suppress this message by setting ‘IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1;’ in MyProject.Target.cs.
UATHelper: パッケージ化 (Windows): [Upgrade] Alternatively you can set this to ‘EngineIncludeOrderVersion.Latest’ to always use the latest include order. This will potentially cause compile errors when integrating new versions of the engine.
UATHelper: パッケージ化 (Windows): [Upgrade]
UATHelper: パッケージ化 (Windows): Determining max actions to execute in parallel (24 physical cores, 32 logical cores)
UATHelper: パッケージ化 (Windows): Executing up to 24 processes, one per physical core
UATHelper: パッケージ化 (Windows): Requested 1.5 GB free memory per action, 31.82 GB available: limiting max parallel actions to 21
UATHelper: パッケージ化 (Windows): Building 4 actions with 4 processes…
UATHelper: パッケージ化 (Windows): [1/4] Compile SharedPCH.Core.ShadowErrors.InclOrderUnreal5_0.cpp
UATHelper: パッケージ化 (Windows): Detected compiler newer than Visual Studio 2022, please update min version checking in WindowsPlatformCompilerSetup.h
UATHelper: パッケージ化 (Windows): C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\Core\Public\Experimental\ConcurrentLinearAllocator.h(29): error C4668: ‘__has_feature’ �́A’#if/#elif’ �� ‘0’ �ɒu������v���v���Z�b�T �}�N���Ƃ��Ē�`����Ă��܂���B
UATHelper: パッケージ化 (Windows): C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\Core\Public\Experimental\ConcurrentLinearAllocator.h(29): error C4067: �v���v���Z�b�T �f�B���N�e�B�u�̌�ɗ]���ȕ���������܂��� - ���s���K�v�ł�
UATHelper: パッケージ化 (Windows): [2/4] Compile MyProject.cpp cancelled
UATHelper: パッケージ化 (Windows): [3/4] WriteMetadata MyProject.target cancelled
UATHelper: パッケージ化 (Windows): [4/4] Link MyProject.exe cancelled
LogSlate: Took 0.000968 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/DroidSansFallback.ttf’ (3848K)
LogSlate: Last resort fallback font was requested. Font: ‘…/…/…/Engine/Content/Slate/Fonts/DroidSansFallback.ttf’, Character: ‘Ƃ (U+0182)’
LogSlate: Took 0.001741 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/SlateDebug/Fonts/LastResort.ttf’ (5269K)
UATHelper: パッケージ化 (Windows): Took 2.3820041s to run dotnet.exe, ExitCode=6
UATHelper: パッケージ化 (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\xsaep\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.1\UBT-MyProject-Win64-Development.txt)
UATHelper: パッケージ化 (Windows): AutomationTool executed for 0h 0m 6s
UATHelper: パッケージ化 (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: パッケージ化 (Windows): BUILD FAILED
LogDerivedDataCache: C:/Users/xsaep/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished in +00:02:06.075 and deleted 0 files with total size 0 MiB. Scanned 67138 files in 60059 folders with total size 12316 MiB.
LogUObjectHash: Compacting FUObjectHashTables data took 0.37ms
LogTurnkeySupport: Project requires temp target (HairStrands プラグインは有効です)
LogLauncherProfile: Unable to use promoted target - …/…/…/…/…/…/Users/xsaep/Documents/Unreal Projects/KaeruUprojectFile/Binaries/Win64/UnrealGame-Win64-Shipping.target does not exist.
LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c "“C:/Program Files/Epic Games/UE_5.1/Engine/Build/BatchFiles/RunUAT.bat” -ScriptsForProject=“C:/Users/xsaep/Documents/Unreal Projects/KaeruUprojectFile/MyProject.uproject” Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=50983 -project=“C:/Users/xsaep/Documents/Unreal Projects/KaeruUprojectFile/MyProject.uproject” BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=“C:/Users/xsaep/Documents/Unreal Projects/KaeruUprojectFile/MyProject.uproject” -unrealexe="C:\Program Files
\Epic Games\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -platform=Win64 -installed -stage -archive -package -build -clean -pak -iostore -compressed -prereqs -archivedirectory=“C:/Users/xsaep/Documents/KaeruMeisekimuPackageFile”" -nocompile -nocompileuat ]
UATHelper: パッケージ化 (Windows): Running AutomationTool…
UATHelper: パッケージ化 (Windows): Using bundled DotNet SDK version: 6.0.302
UATHelper: パッケージ化 (Windows): Starting AutomationTool…
UATHelper: パッケージ化 (Windows): Parsing command line: -ScriptsForProject=“C:/Users/xsaep/Documents/Unreal Projects/KaeruUprojectFile/MyProject.uproject” Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=50983 -project=“C:/Users/xsaep/Documents/Unreal Projects/KaeruUprojectFile/MyProject.uproject” BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=“C:/Users/xsaep/Documents/Unreal Projects/KaeruUprojectFile/MyProject.uproject” -unrealexe=“C:\Program Files\Epic Games\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Cmd.exe” -platform=Win64 -inst
alled -stage -archive -package -build -clean -pak -iostore -compressed -prereqs -archivedirectory=C:/Users/xsaep/Documents/KaeruMeisekimuPackageFile -nocompile -nocompileuat
UATHelper: パッケージ化 (Windows): Initializing script modules…
UATHelper: パッケージ化 (Windows): Total script module initialization time: 0.14 s.
UATHelper: パッケージ化 (Windows): Executing commands…
UATHelper: パッケージ化 (Windows): Installed Sdk validity:
UATHelper: パッケージ化 (Windows): Win64: (Status=Valid, MinAllowed_Sdk=10.0.00000.0, MaxAllowed_Sdk=10.9.99999.0, Current_Sdk=10.0.22621.0, Allowed_AutoSdk=10.0.18362.0, Current_AutoSdk=, Flags=“InstalledSdk_ValidVersionExists”)
UATHelper: パッケージ化 (Windows): Scanning for envvar changes…
UATHelper: パッケージ化 (Windows): … done!
UATHelper: パッケージ化 (Windows): Cleaning Temp Paths…
UATHelper: パッケージ化 (Windows): BUILD SUCCESSFUL
UATHelper: パッケージ化 (Windows): Setting up ProjectParams for C:\Users\xsaep\Documents\Unreal Projects\KaeruUprojectFile\MyProject.uproject
UATHelper: パッケージ化 (Windows): MyProject.uproject requires a temporary target.cs to be generated (HairStrands plugin is enabled)
UATHelper: パッケージ化 (Windows): ********** BUILD COMMAND STARTED **********
UATHelper: パッケージ化 (Windows): Running: C:\Program Files\Epic Games\UE_5.1\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe “C:\Program Files\Epic Games\UE_5.1\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” MyProject Win64 Development -Project=“C:\Users\xsaep\Documents\Unreal Projects\KaeruUprojectFile\MyProject.uproject” -Clean -NoHotReload “C:\Users\xsaep\Documents\Unreal Projects\KaeruUprojectFile\MyProject.uproject” -NoUBTMakefiles -remoteini=“C:\Users\xsaep\Documents\Unreal Projects\KaeruUprojectFile” -skipdeploy -nobuilduht -log="C:\Users\xsaep\AppData\Roaming\Unr
eal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.1\UBT-MyProject-Win64-Development.txt"
UATHelper: パッケージ化 (Windows): Log file: C:\Users\xsaep\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.1\UBT-MyProject-Win64-Development.txt
UATHelper: パッケージ化 (Windows): Cleaning MyProject binaries…
UATHelper: パッケージ化 (Windows): Took 2.4088293s to run dotnet.exe, ExitCode=0
UATHelper: パッケージ化 (Windows): Running: C:\Program Files\Epic Games\UE_5.1\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe “C:\Program Files\Epic Games\UE_5.1\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” MyProject Win64 Development -Project=“C:\Users\xsaep\Documents\Unreal Projects\KaeruUprojectFile\MyProject.uproject” “C:\Users\xsaep\Documents\Unreal Projects\KaeruUprojectFile\MyProject.uproject” -NoUBTMakefiles -remoteini=“C:\Users\xsaep\Documents\Unreal Projects\KaeruUprojectFile” -skipdeploy -Manifest="C:\Users\xsaep\Documents\Unreal Projects\KaeruUprojectFile\I
ntermediate\Build\Manifest.xml" -NoHotReload -log=“C:\Users\xsaep\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.1\UBT-MyProject-Win64-Development_2.txt”
UATHelper: パッケージ化 (Windows): Log file: C:\Users\xsaep\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.1\UBT-MyProject-Win64-Development_2.txt
UATHelper: パッケージ化 (Windows): Parsing headers for MyProject
UATHelper: パッケージ化 (Windows): Running Internal UnrealHeaderTool “C:\Users\xsaep\Documents\Unreal Projects\KaeruUprojectFile\MyProject.uproject” “C:\Users\xsaep\Documents\Unreal Projects\KaeruUprojectFile\Intermediate\Build\Win64\MyProject\Development\MyProject.uhtmanifest” -WarningsAsErrors -installed
UATHelper: パッケージ化 (Windows): Total of 0 written
UATHelper: パッケージ化 (Windows): Reflection code generated for MyProject in 0.4172671 seconds
UATHelper: パッケージ化 (Windows): Writing manifest to C:\Users\xsaep\Documents\Unreal Projects\KaeruUprojectFile\Intermediate\Build\Manifest.xml
UATHelper: パッケージ化 (Windows): Building MyProject…
UATHelper: パッケージ化 (Windows): Using Visual Studio 2022 14.43.34808 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.43.34808) and Windows 10.0.22621.0 SDK (C:\Program Files (x86)\Windows Kits\10).
UATHelper: パッケージ化 (Windows): [Upgrade]
UATHelper: パッケージ化 (Windows): [Upgrade] Using backward-compatible include order. The latest version of UE has changed the order of includes, which may require code changes. The current setting is:
UATHelper: パッケージ化 (Windows): [Upgrade] IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_0
UATHelper: パッケージ化 (Windows): [Upgrade] Suppress this message by setting ‘IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1;’ in MyProject.Target.cs.
UATHelper: パッケージ化 (Windows): [Upgrade] Alternatively you can set this to ‘EngineIncludeOrderVersion.Latest’ to always use the latest include order. This will potentially cause compile errors when integrating new versions of the engine.
UATHelper: パッケージ化 (Windows): [Upgrade]
UATHelper: パッケージ化 (Windows): Determining max actions to execute in parallel (24 physical cores, 32 logical cores)
UATHelper: パッケージ化 (Windows): Executing up to 24 processes, one per physical core
UATHelper: パッケージ化 (Windows): Requested 1.5 GB free memory per action, 15.59 GB available: limiting max parallel actions to 10
UATHelper: パッケージ化 (Windows): Building 19 actions with 10 processes…
UATHelper: パッケージ化 (Windows): [1/19] Copy boost_thread-vc142-mt-x64-1_70.dll
UATHelper: パッケージ化 (Windows): [2/19] Copy tbb.dll
UATHelper: パッケージ化 (Windows): [3/19] Copy boost_regex-vc142-mt-x64-1_70.dll
UATHelper: パッケージ化 (Windows): [4/19] Copy boost_system-vc142-mt-x64-1_70.dll
UATHelper: パッケージ化 (Windows): [5/19] Copy D3D12Core.dll
UATHelper: パッケージ化 (Windows): [6/19] Copy boost_program_options-vc142-mt-x64-1_70.dll
UATHelper: パッケージ化 (Windows): [7/19] Copy boost_atomic-vc142-mt-x64-1_70.dll
UATHelper: パッケージ化 (Windows): [8/19] Copy tbb12.dll
UATHelper: パッケージ化 (Windows): [9/19] Copy tbb.pdb
UATHelper: パッケージ化 (Windows): [10/19] Resource Default.rc2
UATHelper: パッケージ化 (Windows): [11/19] Copy d3d12SDKLayers.dll
UATHelper: パッケージ化 (Windows): [12/19] Copy boost_python39-vc142-mt-x64-1_70.dll
UATHelper: パッケージ化 (Windows): [13/19] Copy boost_iostreams-vc142-mt-x64-1_70.dll
UATHelper: パッケージ化 (Windows): [14/19] Copy boost_chrono-vc142-mt-x64-1_70.dll
UATHelper: パッケージ化 (Windows): [15/19] Copy OpenImageDenoise.dll
UATHelper: パッケージ化 (Windows): [16/19] Compile SharedPCH.Core.ShadowErrors.InclOrderUnreal5_0.cpp
UATHelper: パッケージ化 (Windows): Detected compiler newer than Visual Studio 2022, please update min version checking in WindowsPlatformCompilerSetup.h
UATHelper: パッケージ化 (Windows): C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\Core\Public\Experimental\ConcurrentLinearAllocator.h(29): error C4668: ‘__has_feature’ �́A’#if/#elif’ �� ‘0’ �ɒu������v���v���Z�b�T �}�N���Ƃ��Ē�`����Ă��܂���B
UATHelper: パッケージ化 (Windows): C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\Core\Public\Experimental\ConcurrentLinearAllocator.h(29): error C4067: �v���v���Z�b�T �f�B���N�e�B�u�̌�ɗ]���ȕ���������܂��� - ���s���K�v�ł�
UATHelper: パッケージ化 (Windows): [17/19] Compile MyProject.cpp cancelled
UATHelper: パッケージ化 (Windows): [18/19] Link MyProject.exe cancelled
UATHelper: パッケージ化 (Windows): [19/19] WriteMetadata MyProject.target cancelled
UATHelper: パッケージ化 (Windows): Took 2.9457615s to run dotnet.exe, ExitCode=6
UATHelper: パッケージ化 (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\xsaep\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.1\UBT-MyProject-Win64-Development_2.txt)
UATHelper: パッケージ化 (Windows): AutomationTool executed for 0h 0m 9s
UATHelper: パッケージ化 (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: パッケージ化 (Windows): BUILD FAILED