I generated a completely new 4.9.1 build. But I get the same error as the last time. UE4 is missing the UE4Game binary. What could cause problem? Is there anyone else who has the same problems with packaging projects like me?
is the output log:
inFrameActions: Packaging (Windows (64-bit)): Project.Cook: ********** COOK COMMAND COMPLETED **********
MainFrameActions: Packaging (Windows (64-bit)): Project.CopyBuildToStagingDirectory: ********** STAGE COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationScripts.Automation: Stage Failed. Missing receipt âUE4Game-Win64-Shipping.target.xmlâ. Check that target has been built.
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: bei Project.CreateDeploymentContext(ProjectParams Params, Boolean InDedicatedServer, Boolean DoCleanStage) in e:\Unreal_4_9_1VXGI\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:Zeile 1572.
MainFrameActions: Packaging (Windows (64-bit)): bei Project.CopyBuildToStagingDirectory(ProjectParams Params) in e:\Unreal_4_9_1VXGI\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:Zeile 1628.
MainFrameActions: Packaging (Windows (64-bit)): bei BuildCookRun.DoBuildCookRun(ProjectParams Params) in e:\Unreal_4_9_1VXGI\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:Zeile 211.
MainFrameActions: Packaging (Windows (64-bit)): bei BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Automation.Process(String] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Program.MainProc(Object Param) in e:
MainFrameActions: Packaging (Windows (64-bit)): Unreal_4_9_1VXGI\Engine\Source\Programs\AutomationTool\Program.cs:Zeile 134.
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Program.Main() in e:\Unreal_4_9_1VXGI\Engine\Source\Programs\AutomationTool\Program.cs:Zeile 53.
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=Error_MissingExecutable
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): AutomationToolLauncher exiting with ExitCode=103
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log filesâŚ
MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Missing UE4Game binary.You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UE4Game <Platform> <Configuration>
@
Question my friend:
I saw the build errors had and your suggestion to use your branch( Iâm having the same issues, but when I go to fork it, github doesnât seem to do anything (it just shows me the Nvidia branch) Suggestions?
P.S Git confuses me, so you might have to take it âslowâ with me XP
I am using Windows 10 Pro x64. Could be the problem? I will make today another try with the Development Configuration. It would be fantatastic if helps.
That should work, thats my normal setup, Development Editor Build, followed by Development build (So game packaging will work for BP only games). Then launch and package. Should not give out any errors relating to UE4Game.exe. Look in your directories, do you have a UE4Game.exe, if not, then you havenât compiled a Development build.
@: I wanted to be sure that my projects are not faulty. For reason I created a completely new project with version 4.91 (+Starter Content). I enabled VXGI and HBAO+. Nothing more. Then I started the package process. I get the same error as the last times. (UE4 game binary is missing) Unfortunately seems to be a bug in the current build. Perhaps an incompatibility with Windows 10?
As I said, it shouldnât be, I am running Windows 10 x64. And I am also using 4.9.1 with my merged branch and I have no issues packaging. It may be an with NVIDIAâs branch, but I do not see why mine would not be affected by the same thing. Looking through my commit history, there is one possible commit that may be why its working for me, but that would actually result in a compile error during the Development configuration.
Can you please check if you have a UE4Game.exe in the Binaries/Win64 directory. If you do not, then maybe it did actually fail to compile the Development configuration. If so, I can suggest a fix.
I have checked . You are right. There is no UE4Game.exe in my Binaries/Win64âŚBut why?! I compiled the build two times. (wthout any old data) And I get no compiling errors. I don´t understand .
try :
Build the âDevelopment Editor Win64â
Build the âDebugGame Win64â
Rename the âUE4Game-Win64-DebugGame.target.xmlâ in Engine/Build/Receipts to âUE4Game-Win64-Development.target.xmlâ
Unfortunately, I have still a question of understanding: Can I find the âDevelopment Editor Win64â and the other files in the Visual Studio Solution Explorer? (in ´s build)
@ Sorry, at the moment I am unsure what to do. As I understood I select âDevelopment Editor Win64â from the dropdown menu. After that I click on UE4 in the Solution Explorer and select âBuild Solutionâ, right? All the same I should do with âDebugGame Win64ââŚThe last thing which has to be done is then the file renamingâŚ
yep exactly what you said choose developement editor win64 and then build ue4 and then next step the same with debugGame win64 or if that debuggame fails, try to use DebugGame editor
and than last step : Rename the âUE4Game-Win64-DebugGame.target.xmlâ in Engine/Build/Receipts to âUE4Game-Win64-Development.target.xmlâ
@ One last question⌠When I start from scratch the first thing I have to do is to compile the Engine as described in the tutorials which were published , right? After that I build the âDevelopment Editor win64â and the âdebug editor win64â?
At the moment I get compiling errors in Visual Studio. For reason it is the best to start from scratch again.
is there a way to make hairworks work with morph targets?
so that for example a beard moves correct when the mouth is opend by morph targets.
it seems to work just for bones =(