“C:\Program Files\Epic Games\UE_5.3\Engine\Build\BatchFiles\RunUAT.bat” BuildPlugin -Rocket -Plugin=“D:\Packaged\Projects\53\Plugins\FileUtilities\FileUtilities.uplugin” -TargetPlatforms=Win64 -Package=“D:\Packaged\Packaged\53\FileUtilities” -VS2022
Running AutomationTool…
Using bundled DotNet SDK version: 6.0.302
Starting AutomationTool…
Parsing command line: BuildPlugin -Rocket -Plugin=D:\Packaged\Projects\53\Plugins\FileUtilities\FileUtilities.uplugin -TargetPlatforms=Win64 -Package=D:\Packaged\Packaged\53\FileUtilities -VS2022
Initializing script modules…
Unhandled exception: System.Exception: Script module “C:\Program Files\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll” not found for record “C:\Program Files\Epic Games\UE_5.3\Engine\Intermediate\ScriptModules\Android.Automation.json” at UnrealBuildBase.CompileScriptModule.Build(RulesFileType RulesFileType, HashSet1 FoundProjects, IEnumerable
1 BaseDirectories, IEnumerable1 DefineConstants, BuildFlags BuildFlags, Boolean& bBuildSuccess, Action
1 OnBuildingProjects, ILogger Logger) in C:\Program Files\Epic Games\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Build\System\CompileScriptModules.cs:line 350 at UnrealBuildBase.CompileScriptModule.InitializeScriptModules(RulesFileType RulesFileType, String ScriptsForProjectFileName, List1 AdditionalScriptsFolders, Boolean bForceCompile, Boolean bNoCompile, Boolean bUseBuildRecords, Boolean& bBuildSuccess, Action
1 OnBuildingProjects, ILogger Logger) in C:\Program Files\Epic Games\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Build\System\CompileScriptModules.cs:line 196 at AutomationToolDriver.Program.MainProc() in C:\Program Files\Epic Games\UE_5.3\Engine\Source\Programs\AutomationTool\Program.cs:line 478
AutomationTool executed for 0h 0m 0s
AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED
Thanks to another post, changing the project from “Development Editor” to “Development” fixed the problem.
Other posts suggest changing source files in the engine (but that didn’t work for me):
In bgscriptreader.cs change:
if (_graph.NameToReport.TryGetValue(reportName, out report))
to
if (_graph.NameToReport.TryGetValue(reportName, out report) && users != null)
In checkforhacks.cs change:
Logger.LogInformation(“Scanning files…”, FilesToCheck.Count);
to
Logger.LogInformation(“Scanning files… [{Argv0}]”, FilesToCheck.Count);