UE 4.7.6(also tested with UE 4.8p2, same error happends), iMac 10.10.3, ipad 4 retina, iPhone 6
I compiled project 3 minutes before this error happened and it worked. Only change i did is that i set scale box inside UMG menu and tried to compile project to test on iPad and iPhone, and then the error started:
ogPlayLevel: env: BUILD SUCCEEDED LogPlayLevel: env: LogPlayLevel: CommandUtils.Run: Run: Took 6.99598s to run env, ExitCode=0 LogPlayLevel: CommandUtils.PrintRunTime: Run: Total 201s to run UE4Editor LogPlayLevel: CommandUtils.PrintRunTime: Run: Total 6s to run RocketGenerateProjectFiles.sh LogPlayLevel: CommandUtils.PrintRunTime: Run: Total 6s to run env LogPlayLevel: Project.Package: ** PACKAGE COMMAND COMPLETED ** LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists /Users/unreal4dev/Documents/Unreal Projects/CQTest/CQTest.uproject=True LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists /Users/unreal4dev/Documents/Unreal Projects/CQTest/CQTest.uproject=True LogPlayLevel: Project.Deploy: ** DEPLOY COMMAND STARTED ** LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists /Users/unreal4dev/Documents/Unreal Projects/CQTest/CQTest.uproject=True LogPlayLevel: InternalUtils.SafeCreateDirectory: SafeCreateDirectory /Users/unreal4dev/Documents/Unreal Projects/CQTest/Saved/StagedBuilds/IOS LogPlayLevel: Project.LogDeploymentContext: Deployment Context *** LogPlayLevel: Project.LogDeploymentContext: ArchiveDirectory = IOS LogPlayLevel: Project.LogDeploymentContext: RawProjectPath = /Users/unreal4dev/Documents/Unreal Projects/CQTest/CQTest.uproject LogPlayLevel: Project.LogDeploymentContext: IsCodeBasedUprojectFile = False LogPlayLevel: Project.LogDeploymentContext: DedicatedServer = False LogPlayLevel: Project.LogDeploymentContext: Stage = True LogPlayLevel: Project.LogDeploymentContext: StageTargetPlatform = IOS LogPlayLevel: Project.LogDeploymentContext: LocalRoot = /Users/Shared/UnrealEngine/4.7 LogPlayLevel: Project.LogDeploymentContext: ProjectRoot = /Users/unreal4dev/Documents/Unreal Projects/CQTest LogPlayLevel: Project.LogDeploymentContext: PlatformDir = IOS LogPlayLevel: Project.LogDeploymentContext: StageProjectRoot = /Users/unreal4dev/Documents/Unreal Projects/CQTest/Saved/StagedBuilds/IOS/CQTest LogPlayLevel: Project.LogDeploymentContext: ShortProjectName = CQTest LogPlayLevel: Project.LogDeploymentContext: StageDirectory = /Users/unreal4dev/Documents/Unreal Projects/CQTest/Saved/StagedBuilds/IOS LogPlayLevel: Project.LogDeploymentContext: SourceRelativeProjectRoot = CQTest LogPlayLevel: Project.LogDeploymentContext: RelativeProjectRootForStage = CQTest LogPlayLevel: Project.LogDeploymentContext: RelativeProjectRootForUnrealPak = CQTest LogPlayLevel: Project.LogDeploymentContext: ProjectArgForCommandLines = …/…/…/CQTest/CQTest.uproject LogPlayLevel: Project.LogDeploymentContext: RuntimeRootDir = /Users/unreal4dev/Documents/Unreal Projects/CQTest/Saved/StagedBuilds/IOS LogPlayLevel: Project.LogDeploymentContext: RuntimeProjectRootDir = /Users/unreal4dev/Documents/Unreal Projects/CQTest/Saved/StagedBuilds/IOS/CQTest LogPlayLevel: Project.LogDeploymentContext: UProjectCommandLineArgInternalRoot = …/…/…/ LogPlayLevel: Project.LogDeploymentContext: PakFileInternalRoot = …/…/…/ LogPlayLevel: Project.LogDeploymentContext: UnrealFileServerInternalRoot = …/…/…/ LogPlayLevel: Project.LogDeploymentContext: End Deployment Context *** LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists /Users/unreal4dev/Documents/Unreal Projects/CQTest/Saved/StagedBuilds/IOS/CQTest.ipa=False LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists /Users/unreal4dev/Documents/Unreal Projects/CQTest/Binaries/IOS/CQTest.ipa=True LogPlayLevel: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: LogPlayLevel: Program.Main: ERROR: Exception in AutomationTool: Failed to create logfile /Users/unreal4dev/Library/Logs/Unreal Engine/LocalBuildLogs/DeploymentServer.999.txt. LogPlayLevel: Stacktrace: at AutomationTool.LogUtils.GetUniqueLogName (System.String Base) [0x00000] in :0 LogPlayLevel: at AutomationTool.CommandUtils.GetRunAndLogLogName (AutomationTool.CommandEnvironment Env, System.String App, System.String LogName) [0x00000] in :0 LogPlayLevel: at AutomationTool.CommandUtils.RunAndLog (AutomationTool.CommandEnvironment Env, System.String App, System.String CommandLine, System.String LogName, Int32 MaxSuccessCode, System.String Input, ERunOptions Options, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in :0 LogPlayLevel: at IOSPlatform.Deploy (AutomationTool.ProjectParams Params, DeploymentContext SC) [0x00000] in :0 LogPlayLevel: at Project.Deploy (AutomationTool.ProjectParams Params) [0x00000] in :0 LogPlayLevel: at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in :0 LogPlayLevel: at BuildCookRun.ExecuteBuild () [0x00000] in :0 LogPlayLevel: at BuildCommand.Execute () [0x00000] in :0 LogPlayLevel: Program.Main: ERROR: Failed to create logfile /Users/unreal4dev/Library/Logs/Unreal Engine/LocalBuildLogs/DeploymentServer.999.txt. LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes. LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1 LogPlayLevel: Domain_ProcessExit LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes. LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 24.282241 LogPlayLevel: RunUAT ERROR: AutomationTool was unable to run successfully. PackagingResults:Error: Error Launch failed! Unknown Error
I deleted the scalebox, restarted engine, rebooted iMac but still unable to fix it. Anyone knows a solution to this?
There are no logs, also can’t compile any other project.