Packaging is broken in UE5 and Twinmotion 2022.2

If after importing your Twinmotion 2022.2 file into UE 5.03 you try to package your project you get:

UATHelper: Packaging (Windows): Setting up ProjectParams for C:\Users\ned\Documents\Unreal Projects\HouseVREmpty\HouseVREmpty.uproject UATHelper: Packaging (Windows): ERROR: System.ArgumentException: An item with the same key has already been added. Key: TwinmotionToUnrealContent UATHelper: Packaging (Windows): at System.Collections.Generic.Dictionary`2.TryInsert(TKey key, TValue value, InsertionBehavior behavior) UATHelper: Packaging (Windows): at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value) UATHelper: Packaging (Windows): at System.Linq.Enumerable.ToDictionary[TSource,TKey,TElement](List`1 source, Func`2 keySelector, Func`2 elementSelector, IEqualityComparer`1 comparer) UATHelper: Packaging (Windows): at System.Linq.Enumerable.ToDictionary[TSource,TKey,TElement](IEnumerable`1 source, Func`2 keySelector, Func`2 elementSelector, IEqualityComparer`1 comparer) UATHelper: Packaging (Windows): at AutomationTool.ProjectUtils.RequiresTempTarget(FileReference RawProjectPath, Boolean bProjectHasCode, UnrealTargetPlatform Platform, UnrealTargetConfiguration Configuration, TargetType TargetType, Boolean bRequiresAssetNativization, Boolean bRequiresCookedData, String& OutReason) in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectUtils.cs:line 227 UATHelper: Packaging (Windows): at AutomationTool.ProjectUtils.RequiresTempTarget(FileReference RawProjectPath, List`1 Platforms, List`1 Configurations, Boolean AssetNativizationRequested) in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectUtils.cs:line 174 UATHelper: Packaging (Windows): at AutomationTool.ProjectUtils.DetectProjectProperties(FileReference RawProjectPath, List`1 ClientTargetPlatforms, List`1 ClientTargetConfigurations, Boolean AssetNativizationRequested) in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectUtils.cs:line 546 UATHelper: Packaging (Windows): at AutomationTool.ProjectUtils.GetProjectProperties(FileReference RawProjectPath, List`1 ClientTargetPlatforms, List`1 ClientTargetConfigurations, Boolean AssetNativizationRequested) in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectUtils.cs:line 118 UATHelper: Packaging (Windows): at AutomationTool.ProjectParams.AutodetectSettings(Boolean bReset) in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectParams.cs:line 2207 PackagingResults: Error: System.ArgumentException: An item with the same key has already been added. Key: TwinmotionToUnrealContent UATHelper: Packaging (Windows): at AutomationTool.ProjectParams..ctor(FileReference RawProjectPath, BuildCommand Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList`1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, String UnrealExe, String UE4Exe, String SignPak, List`1 ClientConfigsToBuild, List`1 ServerConfigsToBuild, ParamList`1 MapsToCook, ParamList`1 MapIniSectionsToCook, ParamList`1 DirectoriesToCook, String DDCGraph, String InternationalizationPreset, ParamList`1 CulturesToCook, ParamList`1 C lientCookedTargets, ParamList`1 EditorTargets, ParamList`1 ServerCookedTargets, List`1 ClientTargetPlatforms, Dictionary`2 ClientDependentPlatformMap, List`1 ServerTargetPlatforms, Dictionary`2 ServerDependentPlatformMap, Nullable`1 Build, Nullable`1 SkipBuildClient, Nullable`1 SkipBuildEditor, Nullable`1 Cook, Nullable`1 Run, Nullable`1 SkipServer, Nullable`1 Clean, Nullable`1 Compressed, Nullable`1 ForceUncompressed, String AdditionalPakOptions, String AdditionalIoStoreOptions, Nullable`1 IterativeCooking, String IterateSharedCookedBuild, Nullable`1 IterateSharedBuildUsePrecompiledExe, Nulla ble`1 CookAll, Nullable`1 CookPartialGC, Nullable`1 CookInEditor, String CookOutputDir, Nullable`1 CookMapsOnly, Nullable`1 CookOnTheFly, Nullable`1 CookOnTheFlyStreaming, Nullable`1 UnversionedCookedContent, Nullable`1 EncryptIniFiles, Nullable`1 EncryptPakIndex, Nullable`1 EncryptEverything, Nullable`1 SkipCookingEditorContent, Nullable`1 NumCookersToSpawn, String AdditionalCookerOptions, String OriginalReleaseVersion, String BasedOnReleaseVersion, String CreateReleaseVersion, String CreateReleaseVersionBasePath, String BasedOnReleaseVersionBasePath, Nullable`1 GeneratePatch, Nullable`1 AddP atchLevel, Nullable`1 StageBaseReleasePaks, String DiscVersion, String DLCName, String DLCOverrideCookedSubDir, String DLCOverrideStagedSubDir, String DiffCookedContentPath, Nullable`1 DLCIncludeEngineContent, Nullable`1 DLCPakPluginFile, Nullable`1 DLCActLikePatch, Nullable`1 CrashReporter, Nullable`1 DedicatedServer, Nullable`1 Client, Nullable`1 Deploy, String DeployFolder, String GetFile, Nullable`1 FileServer, Nullable`1 Foreign, Nullable`1 ForeignCode, Nullable`1 LogWindow, Nullable`1 NoCleanStage, Nullable`1 NoClient, Nullable`1 NoDebugInfo, Nullable`1 SeparateDebugInfo, Nullable`1 MapF ile, Nullable`1 NoXGE, Nullable`1 SkipPackage, Nullable`1 Package, Nullable`1 Pak, Nullable`1 IgnorePaksFromDifferentCookSource, Nullable`1 IoStore, Nullable`1 Cook4IoStore, Nullable`1 ZenStore, Nullable`1 SkipIoStore, Nullable`1 GenerateOptimizationData, Nullable`1 Prereqs, String AppLocalDirectory, Nullable`1 NoBootstrapExe, Nullable`1 SignedPak, Nullable`1 PakAlignForMemoryMapping, Nullable`1 NullRHI, Nullable`1 FakeClient, Nullable`1 EditorTest, Nullable`1 RunAutomationTests, String RunAutomationTest, Nullable`1 CrashIndex, Nullable`1 SkipCook, Nullable`1 SkipCookOnTheFly, Nullable`1 SkipP ak, Nullable`1 PrePak, Nullable`1 SkipStage, Nullable`1 Stage, Nullable`1 Manifests, Nullable`1 CreateChunkInstall, Nullable`1 SkipEncryption, Nullable`1 Unattended, Nullable`1 NumClients, Nullable`1 Archive, String ArchiveDirectoryParam, Nullable`1 ArchiveMetaData, Nullable`1 CreateAppBundle, String SpecifiedClientTarget, String SpecifiedServerTarget, ParamList`1 ProgramTargets, Nullable`1 Distribution, String PackageEncryptionKeyFile, Nullable`1 Prebuilt, Nullable`1 RunTimeoutSeconds, String SpecifiedArchitecture, String UbtArgs, String AdditionalPackageOptions, Nullable`1 IterativeDeploy, N ullable`1 FastCook, Nullable`1 IgnoreCookErrors, Nullable`1 CodeSign, Nullable`1 TreatNonShippingBinariesAsDebugFiles, Nullable`1 UseExtraFlavor, String Provision, String Certificate, String Team, Boolean AutomaticSigning, ParamList`1 InMapsToRebuildLightMaps, ParamList`1 InMapsToRebuildHLOD, ParamList`1 TitleID) in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectParams.cs:line 1164 UATHelper: Packaging (Windows): at BuildCookRun.SetupParams() in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 47 UATHelper: Packaging (Windows): at BuildCookRun.ExecuteBuild() in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 38 UATHelper: Packaging (Windows): at AutomationTool.BuildCommand.Execute() in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 344 UATHelper: Packaging (Windows): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands) in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 254 UATHelper: Packaging (Windows): at AutomationTool.Automation.Process(ParsedCommandLine AutomationToolCommandLine, StartupTraceListener StartupListener, HashSet`1 ScriptModuleAssemblies) in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 153 UATHelper: Packaging (Windows): (see C:\Users\ned\AppData\Roaming\Unreal Engine\AutomationTool\Logs\G+Program+Files+Epic+Games+UE_5.0\Log.txt for full exception trace) UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 0s UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=1 (Error_Unknown)

This is a regression - this was working fine earlier this year with an earlier UE5 and earlier TM.

Also, you haven't enabled the TM plugins for UE5 for Android for some reason. Meta recently implemented Mobile HDR for the Quest 2, so it's finally feasible to strip down an imported TM model to something simple enough the Quest 2 can render it natively without needing the Rift USB link to a powerful GPU. Then one can walk around in your future house in VR using just the headset, which would be very useful. If you could fix this next release, that would be very handy.

Hello and thank you for posting in our community,

Is there a chance you have more than one project using the same name or you changed the name of that project at some point in time?

I suggest that you delete the "intermediate" folder.

Screen Shot 2022-10-14 at 11.12.56 AM

This is a Cache for UE, when you will relaunch the project this will clean and recreate a new cache.

You can find that folder at the root folder of your project.

Please also verify that you do not have the plugin installed twice.

As for the TM plugin not being enabled for UE5 for Android.

Inside -->

UE_5.0\Engine\Plugins\Marketplace\TMtoUnrealContent\TwinmotionToUnrealContent.uplugin

Change :

"SupportedTargetPlatforms": [ "Win64", "Mac"

By

"SupportedTargetPlatforms": [ "Win64", "Mac", "Android"

Thank you

MC

Thanks for replying. On each of your suggestions:

  1. To make absolutely sure that it was not the case that the project was renamed, I completely began from scratch and redid everything from the beginning. Same issue. My initial starting template is the Architecture/Blank.
  2. I had already tried deleting the Intermediate directory. It did not help. I tried just there again. Also did not help, same problem.
  3. Is the plugin installed twice? It doesn't appear twice in the Plugins list. In the UE directory structure I see this, which seems suspicious, but you tell me what is supposed to be correct:
  4. image
  5. That's really cool that I can just poke in the supported platform. Thank you.

Adding to my previous response, I compared the TMtoUEContent directory to the TMtoUnrealContent directory and clearly they are the same plugin, with the same .uplugin manifest file, BUT some of the content is different:

This was definitely not caused by me, I just hit upgrade when the Epic Games launcher tells me there is a new version of stuff.

I'm going to assume that removing the TMtoUnrealContent will fix my problem as its last modified timestamps are older. Thanks for the help!

Hi Niall, you should only have one plugin and it should be inside [TMtoUEContent] folder.

I suggest that you delete the other one.

Maybe that's the reason you're getting this error... let us know if that changed anything.

Thank you

MC

So cool!! Glad that's working for you :)

I can not package the file for windows in UE5.1.

My workflow on a high end Win11 machine:

I used Revits sample project, pushed it via Datasmith into TM23.1 and textured it there. From there I pushed it via datasmith into UE5.1. So far so good. All materials and geometries come through but I can not package it for windows.

The log is referring to "Unable to find plugin 'TwinmotionToUnrealContent' which i assume causes the build to fail?

I do have the plugin installed and activated for the TM23.1 version and if I am not mistaken I should not have two plugins in the Marketplace directory which is why I do not have installed "Twinmotion Content for Unreal Engine Plugin (Beta 4) " I had both installed before and the error was the same, so I removed the beta 4 one.

My log looks like this:

I highly appreciate insight into what might cause the packaging to fail. ✌️

D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 741

at UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger, Boolean bSkipPreBuildTargets) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 275

at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 242

at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 648

WriteFileIfChanged() wrote 0 changed files of 0 requested writes.

Timeline:

[ 0.000]

[ 0.000](+2.312) <unknown>

[ 2.312]

I showed your issue to one of our devs and he propose that you try the following:

Please open your *.uproject file with notepad and remove the part about TwinmotionToUnreal Content.

i.e:

"Plugins": [ { "Name": "TwinmotionToUnrealContent", "Enabled": true }, { "Name": "OceanPlugin", "Enabled": true },

You should only have the following :

"Plugins": [ { "Name": "OceanPlugin", "Enabled": true },

Let me know if that works for you

Cheers

MC

Thanks for the answer

I had already tried the step with removing the Twinmotion plugin via notepad. Unfortunately that does not do the trick and only has the consequence that all textures and materials disappear which I obviously need. (Image 01)

When only pasting in the proposed command line with "OceanPlugin" (I do not use that) I corrupt the file and can not open it. If I leave the first five lines:

{

"FileVersion": 3,

"EngineAssociation": "5.1",

"Category": "",

"Description": "",

"Plugins": [

and then add your line I get the warning from image 2

Do you potentially have other proposals?

image2.png

i have to add that this scene is built on the VR template since that is what its purpose in the end should be. Being able to go in VR therefore the need for openXR plugin etc.

I continued my research a bit and I am wondering if unreal needs the content path to be able to build the scene? In the old plugin Twinmotion Content for Unreal Engine Plugin (Beta 4) I get under the Engine>plugins>TwinmotionToUnrealContent a folder with all assets and so on. This is not to be found when installing the Plugin for TM23. Is that correct?

imageBelow the last part of the report

[2023.01.31-10.04.13:966][ 0]LogStall: Startup... [2023.01.31-10.04.13:967][ 0]LogStall: Startup complete. [2023.01.31-10.04.13:975][ 0]LogLoad: (Engine Initialization) Total time: 17.57 seconds [2023.01.31-10.04.13:975][ 0]LogLoad: (Engine Initialization) Total Blueprint compile time: 0.00 seconds [2023.01.31-10.04.14:037][ 0]AssetCheck: New page: Asset Save: P_Ambient_Dust [2023.01.31-10.04.14:037][ 0]LogContentValidation: Display: Validating /Script/Engine.ParticleSystem /Game/StarterContent/Particles/P_Ambient_Dust.P_Ambient_Dust [2023.01.31-10.04.14:043][ 0]LogNiagara: Compiling System NiagaraSystem /Game/VRTemplate/VFX/NS_MenuLaser.NS_MenuLaser took 0.917785 sec, no shader worker used. [2023.01.31-10.04.14:046][ 0]LogNiagara: Compiling System NiagaraSystem /Game/VRTemplate/VFX/NS_PlayAreaBounds.NS_PlayAreaBounds took 0.914368 sec, no shader worker used. [2023.01.31-10.04.14:049][ 0]LogNiagara: Compiling System NiagaraSystem /Game/VRTemplate/VFX/NS_TeleportRing.NS_TeleportRing took 0.912130 sec, no shader worker used. [2023.01.31-10.04.14:058][ 0]LogResonanceAudio: Display: Resonance Audio Listener is initialized [2023.01.31-10.04.14:059][ 0]LogContentStreaming: Texture pool size now 600 MB [2023.01.31-10.04.14:244][ 1]LogAssetRegistry: Asset discovery search completed in 12.2237 seconds [2023.01.31-10.04.14:260][ 1]LogCollectionManager: Fixed up redirectors for 0 collections in 0.000004 seconds (updated 0 objects) [2023.01.31-10.04.14:396][ 1]LogSlate: Took 0.000277 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K) [2023.01.31-10.04.24:728][144]LogSlate: Window 'Plugins' being destroyed [2023.01.31-10.04.24:731][144]LogSlate: Window 'Plugins' being destroyed [2023.01.31-10.04.24:731][144]LogDirectoryWatcher: A directory notification for '../../../Engine/Plugins/' was aborted. [2023.01.31-10.09.55:572][568]LogUObjectHash: Compacting FUObjectHashTables data took 0.62ms [2023.01.31-10.10.02:985][568]LogTurnkeySupport: Project requires temp target (OpenXR plugin is enabled) [2023.01.31-10.10.02:985][568]LogLauncherProfile: Unable to use promoted target - ../../../../../../Users/olaf/Documents/Unreal Projects/Revit_Sample_Project/Binaries/Win64/UnrealGame.target does not exist. [2023.01.31-10.10.03:055][568]LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ""C:/Program Files/Epic Games/UE_5.1/Engine/Build/BatchFiles/RunUAT.bat" -ScriptsForProject="C:/Users/olaf/Documents/Unreal Projects/Revit_Sample_Project/Revit_Sample_Project.uproject" Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=52981 -project="C:/Users/olaf/Documents/Unreal Projects/Revit_Sample_Project/Revit_Sample_Project.uproject" BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project="C:/Users/olaf/Documents/Unreal Projects/Revit_Sample_Project/Revit_Sample_Project.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/olaf/Desktop/Junk/Revit Sample" -clientconfig=Development" -nocompile -nocompileuat ] [2023.01.31-10.10.03:129][571]UATHelper: Packaging (Windows): Running AutomationTool... [2023.01.31-10.10.03:272][573]UATHelper: Packaging (Windows): Using bundled DotNet SDK version: 6.0.302 [2023.01.31-10.10.03:371][574]UATHelper: Packaging (Windows): Starting AutomationTool... [2023.01.31-10.10.03:393][577]UATHelper: Packaging (Windows): Parsing command line: -ScriptsForProject="C:/Users/olaf/Documents/Unreal Projects/Revit_Sample_Project/Revit_Sample_Project.uproject" Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=52981 -project="C:/Users/olaf/Documents/Unreal Projects/Revit_Sample_Project/Revit_Sample_Project.uproject" BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project="C:/Users/olaf/Documents/Unreal Projects/Revit_Sample_Project/Revit_Sample_Project.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/olaf/Desktop/Junk/Revit Sample" -clientconfig=Development -nocompile -nocompileuat [2023.01.31-10.10.03:459][581]UATHelper: Packaging (Windows): Initializing script modules... [2023.01.31-10.10.03:899][630]UATHelper: Packaging (Windows): Total script module initialization time: 0.44 s. [2023.01.31-10.10.04:284][677]UATHelper: Packaging (Windows): Executing commands... [2023.01.31-10.10.04:317][680]UATHelper: Packaging (Windows): Installed Sdk validity: [2023.01.31-10.10.04:327][682]UATHelper: Packaging (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") [2023.01.31-10.10.04:327][682]UATHelper: Packaging (Windows): Scanning for envvar changes... [2023.01.31-10.10.04:327][682]UATHelper: Packaging (Windows): ... done! [2023.01.31-10.10.04:327][682]UATHelper: Packaging (Windows): Cleaning Temp Paths... [2023.01.31-10.10.04:327][682]UATHelper: Packaging (Windows): BUILD SUCCESSFUL [2023.01.31-10.10.04:327][682]UATHelper: Packaging (Windows): Setting up ProjectParams for C:\Users\olaf\Documents\Unreal Projects\Revit_Sample_Project\Revit_Sample_Project.uproject [2023.01.31-10.10.05:472][819]UATHelper: Packaging (Windows): Revit_Sample_Project.uproject requires a temporary target.cs to be generated (OpenXR plugin is enabled) [2023.01.31-10.10.06:924][993]UATHelper: Packaging (Windows): ********** BUILD COMMAND STARTED ********** [2023.01.31-10.10.06:935][995]UATHelper: Packaging (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" Revit_Sample_Project Win64 Development -Project="C:\Users\olaf\Documents\Unreal Projects\Revit_Sample_Project\Revit_Sample_Project.uproject" "C:\Users\olaf\Documents\Unreal Projects\Revit_Sample_Project\Revit_Sample_Project.uproject" -NoUBTMakefiles -remoteini="C:\Users\olaf\Documents\Unreal Projects\Revit_Sample_Project" -skipdeploy -Manifest="C:\Users\olaf\Documents\Unreal Projects\Revit_Sample_Project\Intermediate\Build\Manifest.xml" -NoHotReload -log="C:\Users\olaf\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.1\UBT-Revit_Sample_Project-Win64-Development.txt" [2023.01.31-10.10.07:463][ 57]UATHelper: Packaging (Windows): Log file: C:\Users\olaf\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.1\UBT-Revit_Sample_Project-Win64-Development.txt [2023.01.31-10.10.08:596][188]UATHelper: Packaging (Windows): Unable to find plugin 'TwinmotionToUnrealContent' (referenced via Revit_Sample_Project.uproject). Install it and try again, or remove it from the required plugin list. [2023.01.31-10.10.08:618][190]UATHelper: Packaging (Windows): Took 1.6807611s to run dotnet.exe, ExitCode=6 [2023.01.31-10.10.08:618][190]UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\olaf\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.1\UBT-Revit_Sample_Project-Win64-Development.txt) [2023.01.31-10.10.08:640][193]UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 5s [2023.01.31-10.10.08:640][193]UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6) [2023.01.31-10.10.08:662][196]UATHelper: Packaging (Windows): BUILD FAILED [2023.01.31-10.10.08:684][197]PackagingResults: Error: Unknown Error

I have solved the issue by only installing the two "Old" plugins and removed the Datasmith Twinmotion Content for Unreal Engine (Beta) created for TM23. I read through the release notes of all of them and I find it misleading that it states that only the plugin for TM23 should be installed to make it work while actually the opposite seems to be the case to make packaging work.

I understand its a beta, and maybe some stuff from TM23 is not coming through (need to test/see) but if I can not package with the TM23 plugin then it is no use. So that needs fixing quickly in my eyes.

Hope this may help others.

Umm that's really interesting Olaf... I will review the instruction and make sure to let the team know.

Thank you and glad it is now working for you :)

MC

I removed the TMtoUnrealContent directory, and now Packaging is working again. I successfully built an APK for the Quest 2 of my future house build, and I can look around in VR from the road in front using just the headset without any cable to my PC, albeit not yet move. When free time presents, I'll implement motion using the Quest 2 joysticks and then I can walk around. Thanks for your help, I wouldn't have solved this without you!

Only thing I need now is for you guys to start publishing Linux native binaries for Twinmotion, as only just last weekend I finally bit the bullet and moved my main dev workstation from Windows to Linux after many years of just about sticking with Windows as the main host, and running Linux within WSL and VMs. Now my Windows is within a VM on Linux, and Twinmotion ain't pretty running inside that without an awful lot of hassle with video PCI passthrough etc.