RunUAT.bat ERROR: AutomationTool was unable to run successfully

Try going to your project settings and setting global defaul server game mode to something other than None. I looked at your logfile and you had same error message as I did and this is what I did to fix it.

“DoesPackageExist: DoesPackageExist FAILED: ‘None’ is not a standard unreal filename or a long path name.”

Thanks amorales2 that worked! Very much appreciated! :slight_smile:

Thanks amorales2 :slight_smile:

Setting “Global Default Server Game Mode” to same value as “Default GameMode” made build run successfully!

I’m currently using 4.3 and started with First Person Blueprint template and had only made some new maps and also modified Character blueprint, so I wasn’t doing anything with code and was wondering why build failed.

Now I can share my progress with friends for their feedback :smiley:

Thanks again mate!

EDIT: Wait no it was “server default game type thing” and I was editing just “game type”

I am still getting an error, I have tried everything people have said, I was playing it on my phone fine, but then i realised i didn’t change it to new map i made, so i came in and changed default map, then when i tried packaging it failed.

I tried deleting old map and overriding example map.

EDIT: I should add I have not used code, this is all blueprints.

MainFrameActions: Packaging (Android (All)): Stacktrace:    at Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Android (All)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Android (All)):    at BuildCommand.Execute()
MainFrameActions: Packaging (Android (All)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Android (All)):    at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Android (All)):    at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Android (All)):    at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
MainFrameActions: Packaging (Android (All)):    at AutomationTool.Program.Main()
MainFrameActions: Packaging (Android (All)): Program.Main: ERROR: BUILD FAILED: Failed while running Cook for C:\Users\Pastitzi\Documents\Unreal Projects\SpaceFlyer\SpaceFlyer.uproject; see log C:\Users\Pastitzi\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Unreal+Engine+4.3\Cook.txt
MainFrameActions: Packaging (Android (All)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (All)): Program.Main: AutomationTool exiting with ExitCode=1
MainFrameActions: Packaging (Android (All)): Domain_ProcessExit
MainFrameActions: Packaging (Android (All)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (All)): copying UAT log files...
MainFrameActions: Packaging (Android (All)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Android (All)): BUILD FAILED

Ok I’ve been reading cook.txt and it says this, but I dont have any paper2d stuff in my scene, i accidently added it to a model once, but realised i didn’t want it and deleted it, but I’m pretty sure it has run since then anyway. so wtf is go? Paper2D is allready ruining 3D games?

[2014.07.28-03.49.54:040][  0]LogInit:Display: Warning/Error Summary
[2014.07.28-03.49.54:040][  0]LogInit:Display: ---------------------
[2014.07.28-03.49.54:040][  0]LogInit:Display: LogPackageName:Error: DoesPackageExist: DoesPackageExist FAILED: 'None' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
[2014.07.28-03.49.54:040][  0]LogInit:Display: LogLinker:Warning: Asset '../../../Engine/Plugins/Experimental/Paper2D/Content/DefaultPaperTerrainMaterial.uasset' has been saved with empty engine version.  asset will be loaded but may be incompatible.
[2014.07.28-03.49.54:040][  0]LogInit:Display: LogLinker:Warning: Asset '../../../Engine/Plugins/Experimental/Paper2D/Content/DummySprite.uasset' has been saved with empty engine version.  asset will be loaded but may be incompatible.
[2014.07.28-03.49.54:040][  0]LogInit:Display: LogCookCommandlet:Warning: Unable to find package file for: None
[2014.07.28-03.49.54:041][  0]LogInit:Display: 
[2014.07.28-03.49.54:041][  0]LogInit:Display: Failure - 1 error(s), 3 warning(s)

Hey ,

Sorry I missed your update on this post! Are you still having this issue, or were you able to resolve it by setting “Global Default Server Game Mode” to same value as “Default GameMode”?

Yeah, problem was I thought Default GameMode was Default Server Game Mode, but its actually two different settings and I had to click down arrow to get extra parameters, so its all good now thanks mate.

after set value project setting->map&model->default…
When im trying to package my game for win i awlays got this error
windows 8.1.1 / ram:6gb /gc :1gb /cpu:corei5 2.53ghz

log file
http://uploadkon.ir/fl/d/MzEyMTU%3D
please help me,thanks

Hey ahmad,

Your error is different than ones reported here. Please open a new post in Packaging and Deployment section, and attach your log to post as a .txt file. We can look into error there. Thanks!

what?
after set value project setting->map&model->default… When im trying to package my game for win i awlays got this error windows 8.1.1 / ram:6gb /gc :1gb /cpu:corei5 2.53ghz

show message again!!

RunUAT.bat ERROR: AutomationTool was unable to run successfully.

log file http://uploadkon.ir/fl/d/MzEyMTU%3D please help me,thanks

Hi, I always get “RunUAT.bat ERROR: AutomationTool was unable to run successfully.”, when i activate “For Distribution” section. Without it i can package my project for android without a problem. But then Google Play don’t accept apk. Why do i get this error when “For Distribution” section is activated ?

Here is log file.

Log File

Please help… I’m searcing for a solution since a week.

And here is detalied post.

This happens by all sample projects. I used “Blueprint Puzzle” to try. Didn’t touch anything, packaged for android with for distribution ticked. Same issue…

Changing “Default Server Game Mode” is not affecting anything too.

hi,
Open up UE4 solution and then build UE4 with Development (not Development Editor) configuration and Win64 platform. Then

Error 1 error : UnrealLaunchDaemon does not support Win64 platform. C:\UE4.3\Engine\Intermediate\ProjectFiles\EXEC UnrealLaunchDaemon
Error 2 error MSB3073: command “…..\Build\BatchFiles\Rebuild.bat UnrealLaunchDaemon Win64 Development” exited with code 2. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 43 5 UnrealLaunchDaemon

why?Please help me

I using & building UE4.3 with Visual Studio Ultimate Final 2013+win 8.1.1
then show error message :

Error 1 error : UnrealLaunchDaemon does not support Win64 platform. C:UE4.3EngineIntermediateProjectFilesEXEC UnrealLaunchDaemon Error 2 error MSB3073: command “…BuildBatchFilesRebuild.bat UnrealLaunchDaemon Win64 Development” exited with code 2. C:Program Files (x86)MSBuildMicrosoft.Cppv4.0V120Microsoft.MakeFile.Targets 43 5 UnrealLaunchDaemon

Building UE4 with “Developement” solution configuration has compiler errors

1>  -------- End Detailed Actions Stats -----------------------------------------------------------
1>ERROR : UBT error : Failed to produce item: C:\Users\jeffd_000\Documents\GitHub\UnrealEngine\Engine\Binaries\Win64\UE4Game.exe
1>  Cumulative action seconds (8 processors): 0.00 building projects, 2284.23 compiling, 0.00 creating app bundles, 0.00 generating debug info, 1.13 linking, 0.00 other
1>  UBT execution time: 603.75 seconds
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073:  command "..\..\Build\BatchFiles\Build.bat UE4Game Win64 Development" exited with code -1.
========== Build: 0 succeeded, 1 failed, 1 up-to-date, 0 skipped ==========

Hey Ky,

Please open a new post for this issue in Bug Reports section. This post references older builds, and there have been significant changes to source code since then. Thanks!

Hooray for this comment. I couldn’t find Default Server Game Mode, and made same assumption!