Packaging Error, RunUAT.bat error

When I package for Windows 64-bit this RunUAT.bat error comes up within only a few seconds. This project has packaged successfully previously, only made a minor change to some lighting in between. I’ve tried creating a new project, first person shooter template, into 10.1, get the same error. The particular project I’m trying to package, for what it’s worth, runs in a modified engine I compiled in Visual Studio from 9.3.

I’ve read of one user having a similar issue and advising to remove DefaultEngine.ini from the Config folder, which I also tried. I greatly appreciate some help with this, am a newb and flaying about, sure it’s a small fix. Thanks.

Hello BenjvC,

Could you post the output logs from when you attempted to package? They can be found in your project’s directory under Saved/Logs. There should be some information inside the logs that can point toward what is causing the problem.

Thanks. I also exported the DxDiag.text and a log from when Launcher crashes (BTW). I was crashing regardless of my project or new test project First Person Shooter, but then I updated the engine to 4.10.4, whatever the latest is, and at least Launcher stopped crashing on the test project, but continues to crash on my project, which I expect, since it’s running from this older/modified engine 4.9.3. When we sort out the problem of why it won’t package, maybe I can then save it into 4.10.4 and problem goes away. Hmm, did I just answer my own question? Do I need to build the modified engine from 4.10.4?

I appreciate your help.link text

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Thanks, I’ll check administrator rights for Visual Studio and UE4, set them to default.

I had to build the engine because the FFakeStereo module was set to something that didn’t work with 1080p 3D output. I experimented with massaging all those values until I found a combination that worked for side-by-side output, then rebuilt the engine around that.

I’m in transit, will report back when I can attend to your instructions, thanks for the guidance.

It seems like the main error here is:

The specified user does not have a valid profile. Unable to load ‘AutomationTool, Version=4.0.0.0, Culture=neutral, PublicKeyToken=null’.

I’ve never seen this one in the context of UE4 before. From looking at other reports of that error message with Windows related processes, it seems like it may be related to administrator rights. Can you ensure that Visual Studio and UE4 are set to run in Administrator Mode by default?

I’m not quite sure what you mean when you say “build the modified engine from 4.10.4.” If you’re using a version of the engine that you got from the Epic Games Launcher, you shouldn’t need to build the engine.

I’m bumping into walls behind walls. I can’t find anything on how to check or change the default admin rights in Launcher or Editor. I then turned to Visual Studio 2013 to see about admin rights there, but it won’t even launch, message pops up “can’t find system components error”. I looked this up and saw it might relate, again, to permissions. I followed instructions but noted that trying to change permissions for Creator Owner wouldn’t take. I tried a “Take Ownership” utility and ran it, but still I get the same error. Thanks for any thoughts.

By default, the Editor and VS should be set to run as administrator but in the cases where they aren’t, you can change their settings by finding the associated .exe files and then right-clicking, opening Properties, and selecting “Run this program as an administrator” under the Compatibility tab. The .exe files can be found at the following locations (these are the defaults, where 4.10 is the engine version):

UE4:
C:\Program Files(x86)\Epic Games\4.10\Engine\Binaries\Win64\UE4Editor.exe

EpicGamesLauncher:
C:\Program Files(x86)\Epic Games\Launcher\Engine\Binaries\Win64\EpicGamesLauncher.exe

VS2013:
C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\IDE\devenv.exe

If you continue to get that issue that stops you from opening VS2013, I would suggest running the repair functionality that is included in the installer for the program.

Thanks, Mathew, now Launcher doesn’t crash when I launch a project into Editor, and now Visual Studio 2013 doesn’t return the “Can’t find components Error”. I tried packaging again, but still get the RunUAT.bat error. Also, When I go to launch VS2013 it doesn’t crash, but it does say my trial subscription has lapsed. Are the two related? After all, the edits I made to FFakeStereo command to build the engine I’m running this problem child .uproject in wouldn’t seem to require access to a licensed VS2013, or?

I see 4.12 was just released and that it requires/is compatible with VS2015. $500 is a hit for only needing this tool to do one little hat trick. Is it your thought my modified engine is trying to access something in VS2013 that no longer will let it? How could that be? If I were hired to make this engine work for somebody else and they didn’t have VS, that wouldn’t make sense at all. Probably answering my own question. Thanks for ideas.

That would cause that to happen. When your trial lapses, Visual Studio will stop compiling for you until another license is obtained, meaning that it won’t be able to compile when you go to package.

The only other option I can think of rather than purchasing a license would be to use the Community version, but that has restrictions on what the license can be used for. Be sure to review the license before taking that option as it may not be right for you, despite being free.

Unfortunately there is nothing I can do in that case, as Visual Studio will be required to compile your project and/or your editor if it is built from source. I understand that this is most likely not an option at this point, but the only way to avoid using Visual Studio would be to use a content-only project, which only contains blueprints instead of source code.

Mathew, thank you. It makes sense now, packaging invokes compiling. In my case the Community version is fine, just prototyping. I’m new to Windows, something as simple as understanding where things live, which version of Visual Studio I’m running, evades me. I saw Visual Studio 2013 and 2015 living at one level, then saw Community behind those versions in a different level, so I just uninstalled everything to start over. I upgraded UE4 to 4.12, read that’s now compatible with Visual Studio 2015, downloaded the source code from GitHub, downloaded Visual Studio Community 2015, opened Setup.bat and got an error, see attached. I searched the path to see if I could find C:\Users\benjy.git\ue4=gitdeps\02’ and check permissions, but I don’t see anything inside .git folder with that name, have show hidden checked in Properties. I took good notes from the first time I worked from Source Code, can retrace my steps, if only I can sort out this dealy. Thanks for your help!

I’m glad to hear that the other issue has been worked out. When it comes to access problems with downloaded dependencies, it usually ends up being an issue related to other software. Can you try disabling any firewalls that could be stopping it from downloading the needed files?

I turned off Windows Firewall for Domain, Public, and Private. Anything else? A friend suggested maybe I didn’t download all the files, which might explain why …/ue4-gitdeps/2.0 isn’t showing in the directory? Thing is, I downloaded the ., would have to have come along, right?

I just tried launching Visual Studio Community 2015 to make sure that wasn’t the issue, and it wells seems so, getting the message, “Cannot find one or more components. Please, reinstall the application.” I checked permissions, since that was an issue earlier, and I saw these weren’t enabled for user, Administrator, and CREATOR. I enabled them for the first two, still no good, and can’t enable them for CREATOR. Is that because I didn’t create the source code? Any other ideas? Thanks.

Hello BenjvC, I apologize for the delay response. Were you ever able to figure this out? If not, what directory has your source editor been placed into? Depending on where it is, this could be causing the access error that is listed in your image above.

When you mention that you’re getting the message “Cannot find one or more components. Please, reinstall the application.”, is this when you just open Visual Studio 2015 itself or when you attempt to open the solution for your source editor?

Hi Mathew, thanks for the follow up. I’ve been in transit, so no worries.

I’ve not been able to get any of this figured out, why Visual Studio Community 2015 won’t launch, and how to retrace my steps opening my project in the modified 4.12.2 engine release. The source code is on a P drive at the same directory level as my project folder. I get the “Cannot find one or more components, Please, reinstall…” when I simply try to launch VS Community 2015. BTW, I’m thrown when I see discrepancies, like why I sometimes see “Visual Studio 2015”, e.g. as presented in Cortana, but then the much longer full name in Programs and Features. Not important, I suppose.

To note, I downloaded the Visual Studio Community 2015 install ISO, confirmed a checksum, installed, but it won’t launch.

Thanks.

When you downloaded Visual Studio, did you do it through Microsoft’s official site? You can find the official download location here: Download Visual Studio Tools - Install Free for Windows, Mac, Linux
I don’t see an option for downloading an ISO rather than the .exe so I want to ensure that you’re getting it from the right source. This could be related to the reason it’s not working correctly.

We haven’t heard from you in a while, BenjvC. Are you still experiencing this issue? If so, please let me know if my previous comment was of any assistance. In the meantime, I’ll be marking this issue as resolved for tracking purposes.

Hi Mathew,

I did download the ISO per instructions from VS tech support, which they also had me run a checksum with their utility to account for that. Let’s leave this resolved, I’ll pursue this with VS. Thanks.