Second Launch always fails. Folder write protected after first Android Launch

After a fresh editor start, I can deploy my game to my Android device without any issues. However, when I try to do it a second time after that, it always fails when trying to copy files. The log states:

C:\Windows\Microsoft.NET\Framework64\v4.0.30319\Microsoft.Common.targets(3390,5): error MSB3021: Die Datei “obj\Development\UnrealBuildTool.exe” kann nicht in “…\Binaries\DotNET\UnrealBuildTool.exe” kopiert werden. Der Zugriff auf den Pfad “…\Binaries\DotNET\UnrealBuildTool.exe” wurde verweigert. […\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]

(translates to: file […] can’t be copied. Access to path […] denied.)

It seems after the first launch, these files are in some way in use by some process (or write protected), so that they cannot be removed or moved. When manually trying to delete the file \Binaries\DotNET\UnrealBuildTool.exe, Windows tells me “Access denied” as well. It can only be removed when the UE4Editor.exe has been properly terminated.

What is the reason for this? How may it be resolved? It’s really annoying to reboot the editor every time I want to deploy, considering that this doesn’t even work all the time…

It’s a blueprint only project for now, although C++ has been selected as the project template.

Found a solution myself.

For some reason, Windows was forcing the write-protection on every file on my HDD’s partition. I resolved this by running “attrib -r -s myDrive:\myRootfolder” in window’s commandline. After doing that, the newly created files (UnrealHeaderTool.* etc.) didn’t have the flag set anymore and would be cleaned up properly each time on Launch.