"RunUAT.bat ERROR: AutomationTool was unable to run successfully." (Blueprint only project)

Hi Andrew,
This looks like a different issue. In the original thread the cooker wasn’t even starting correctly before crashing.
This new situation looks related to some content being broken.
Namely this file seems like it has been corrupted some how.

C:/Users/Andrew/Documents/Unreal Projects/FlashDodge/Saved/Cooked/Android/FlashDodge/Content/LevelArt/MainCharacter.uasset

Was there anything special done with this file??? Perhaps getting a new version from source control will fix the issue.

Also we should move this issue into a separate thread.

Howdy zerofiftyone,

Just wanted to check in with you and see if this issue is still occurring? Please be sure to let me know so that I can further help with this issue.

Thanks and have a great day!

Hi zerofiftyone,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.

Hello again. Apologies for the delay, I’ve been away for a while and not had a chance to follow this up.

I tried the instructions of @Andrew, but unfortunately it didn’t work for me. I should also add that I’ve now upgraded to 4.6.

I’m looking into MrFred’s idea of running the cooker from the debugger, but I’m not all that familiar with visual studio, so I haven’t worked out how to open the project. Is there an .sln file I should be looking for?

Update: In a separate project, I’ve just had a go at following the solution outlined in this thread: https://answers.unrealengine.com/questions/104084/runuatbat-error-blueprint-project.html

I’ve narrowed it down to 2 blueprint files which seem to be causing the build to fail. Fortunately this time around, I have a Cook.txt file and a UAT_Log.txt file to share. link text
link text

Hey zerofiftyone,

Sorry about the delay in response. Just wanted to check in and see if there has been resolved since 4.6.1 and/or the 4.7 preview has been released. Most of our staff is out for a bit on vacation, so please let me know if the issue is still occurring so I will be sure to contact a fellow team member when they return.

Thanks!

I have tried multiple workarounds and have yet to be able to package this project. You said in the past comment that you have narrowed it down to 2 blueprints. What were those blueprints that were causing the error?

Hi Sean,

Could you please help me too, I am having the same issue and I have tried every possible answers I found in the answerhub.

Hey Zero,

I just wanted to check in with you and see if the you could share a screenshot of the Project Settings>Packaging section so I may be able to see how you currently have that set up.

Thanks!

Hey Zero,

I just wanted to check in with you and see if this issue is still occurring. We have just release preview 2 for 4.7. Would you be able to upgrade to this version to test and see if this issue is still happening?

Any additional information would be greatly appreciated.

Thanks!

Hey there! I’ve just installed 4.7 preview 2 and given it a try on both the projects I’m working on. No dice, unfortunately. The first project failed on packaging (seemingly the same as in 4.6) and the second project would cause the editor to crash upon opening. I think the crash may be related to a known issue, so I’ll wait on the next preview and try that project again:
“UE-3480 Launching a project with a custom Game Instance assigned will receive an error and crash the launching window”

Here’s a screencap:

https://i.imgur.com/r1TlLnM.png

Hey Zero,

Yesterday we have released the 3rd preview for 4.7 and I just wanted to check with you and see if this release has helped fix the issue? The bug was fixed before the release but I wanted to see if it happened to be implemented with the release of this build.

Be sure to let me know when you get the chance.

Thanks!

Hey. Just had a look at preview 3. I’ve noticed that my project will Launch successfully (which it didn’t do before), but it still won’t package. link text

Hi Zerofiftyone,
Looks like the cooker is starting now and providing a cooker log which a good start.
The error seems to be related to this:
2015.01.15-00.57.05:883][ 0]LogBlueprint:Error: [compiler] Error The current value of the ’ Spawn Transform ’ pin is invalid: ‘Spawn Transform’ must have an input wired into it (“by ref” params expect a valid input to operate on).
[2015.01.15-00.57.05:884][ 0]LogBlueprint:Error: [compiler] Error The current value of the ’ Spawn Transform ’ pin is invalid: ‘Spawn Transform’ must have an input wired into it (“by ref” params expect a valid input to operate on).
[2015.01.15-00.57.05:887][ 0]LogBlueprint:Warning: [compiler] Warning [0145.37] Compile of NewBlueprint2 failed. 2 Fatal Issue(s) 0 Warning(s) [in 7 ms]
[2015.01.15-00.57.05:887][ 0]LogBlueprint:Warning: [compiler] Warning [0145.37] Compile of NewBlueprint2 failed. 2 Fatal Issue(s) 1 Warning(s) [in 0 ms]
I would check out this blueprint see whats going on there.

Success! 4.7 seems to have solved the problem with my main project. Part of the problem was also caused by Perforce setting all of the project files to read-only. I have another project that won’t build properly, but that’s another problem for another thread. Thanks very much for all your help guys!