Yes, yes. It’s the same issue that other developer got from runUAT. “RunUAT.bat ERROR: AutomationTool was unable to run successfully”
Adding to it, I did researched all results from UE4 answerhub related to this issue and applied it to the source build. These are the procedures I’ve done and still got the error.
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Download UnrealEngine-4.1.zip, Required_1of2.zip, Required_2of2.zip and Optional.zip
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Create a folder and place the content in order of the Engine first then Required content, etc
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Click the GenerateProjectFiles windows batch file to generate the .sln project file
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Open Visual Studio 2013 and locate configuration manager, Change active solution to ‘Development’
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Locate UE4 in configuration manager and pick ‘Development_Editor’ (as soon as the active solution configuration has been changed to ‘Development’, UE4 is default set as ‘Development_Game’ which gets me something like UE4Game.exe. aka wrong build)
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After it is done compiling, open a default first person shooter blueprint and package it
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There I get RunUAT.bat ERROR
I would appreciate any solution other than the default solution “Switch the configuration” as I have already tried it
Hopefully it is just me being stupid since I have tried the same procedure for UE4 version 4.0.1 to 4.1.1 with no luck. Only the Binary build (installer build) worked in packaging the game.