I’ll be providing a relatively easy fix that ended up working after 1 week of R&D! so new source code devs like me won’t have to research much on this topic.
As far as I know Turnkey errors are related to redists, SDKs and pretty much integration issues…
if you have wrong version of VS or required redists, you are likely to stumble across this error because the “AutomationTool” won’t compile inside the source code…
so to fix AutomationTool compiling errors (which I am pretty sure will have warnings and errors like OH NO YOUR MAGISK.NET HAS SO MANY VULNERABILITIES!!! so to fix this error you have to increase the version of your MAGISK.NET
by going into automationtool.csproj, automationutils.automation.csproj (hope this name is right) and in gaunlet.csproj (I am writing with my weak memory, these names might be wrong lol)
GITHUB REFERENCE (YOU CAN ONLY VIEW THIS IF YOU ARE INSIDE EPIC GAMES ORGANIZATION! https://github.com/EpicGames/UnrealEngine/commit/360060ea33d92fe562e256456bb51197788119f0)
so just increase the MAGISK.NET-Q16-HDRI versions by 1 till yours is working (I increased mine from 14.7.0 to 14.9.0)
anyways if this doesnt work… (I believe this will fix half the issues) even after this you are having issues then you have to
heres the code you need to modify inside source code…
(THANKS @muggyshoT for this) note these files are inside
Engine/Source/Programs/AutomationTool/Scripts/CheckForHacks.cs line 87
Logger.LogInformation("Scanning files... [{Arg0}]", FilesToCheck.Count);
and
Engine/Source/Programs/AutomationTool/BuildGraph/BgScriptReader.cs line around 1900 (you have to find it yourself)
if (users != null)
{
report.NotifyUsers.UnionWith(users);
}
after this I am pretty sure all your automation tool related issues and turnkey related issues will be fixed…
otherwise bro just check your redist versions and see are they compatible with your engine version LOL!
anyways have a good day, let me know if you still have issues… we can surely fix it together
.
Hey there Rafhan,
I am still having the Turnkey SDK error 1 occur, even after changing MAGISK.NET from 14.8.1 upwards of 14.10.1 in each of the files noted below as you had mentioned in your tutorial.
Engine/Source/Programs/AutomationTool/AutomationTool.csproj
Engine/Source/Programs/AutomationTool/AutomationUtils/AutomationUtils.Automation.csproj
Engine/Source/Programs/AutomationTool/Gauntlet/Gauntlet.Automation.csproj
Which did not completely correct the issue for me, although when opening Gauntlet.Automation.cs prior to this change I had an error listed under Dependencies. See below the cleared error once changing all the version files to the most recent non-vulnerable value of the Magisk module.
When loading my project, I was still getting the Turnkey error 1 in the menu when attempting to build my project in Unreal Engine 5.6.1.
Next I turned to making the modifications that you recommended below:
CheckForHacks.cs : Engine/Source/Programs/AutomationTool/Scripts/CheckForHacks.cs line 87
and
BgScriptReader.cs :Engine/Source/Programs/AutomationTool/BuildGraph/BgScriptReader.cs line around 1900 (I found it myself)
With all of these changes I still get the Turnkey 1 error.
I am not sure if it matters but I have UE5.3.2 source build installed and functional for packaging; could this cause the never ending conflict I seem to have found myself in?
If you/anyone by chance come across this post again with any small details that might help narrow down my search for a solution it would be greatly appreciated.
I have made a really fun physics based game using 5.6.1 Source Build that I have spent an immense amount of brain power and time into that I cannot package.
Thanks in advance.
-AL
Hey! Can you share what the error is when compiling the modules?



