Hi all.
I’m working on a game in UE 5.1 that uses both c++ code and blueprints.
Up until recently, I could package the project for Windows using the Shipping configuration without issues. However, recently I’ve started to get the following error (which does not appear when I package the project using any of the other configurations).
[2023.07.10-13.50.45:061][ 52]UATHelper: Packaging (Windows): ********** BUILD COMMAND STARTED **********
[2023.07.10-13.50.45:072][ 52]UATHelper: Packaging (Windows): Running: <UE_5.1 folder>\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe “<UE_5.1 folder>\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” BloccBuster Win64 Shipping -Project=\BloccBuster.uproject -Clean -NoHotReload \BloccBuster.uproject -NoUBTMakefiles -remoteini=“” -skipdeploy -nobuilduht -log=“\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UnrealEngine+UE_5.1\UBT-BloccBuster-Win64-Shi
pping.txt”
[2023.07.10-13.50.45:311][ 67]UATHelper: Packaging (Windows): Log file: \AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UnrealEngine+UE_5.1\UBT-BloccBuster-Win64-Shipping.txt
[2023.07.10-13.50.45:395][ 72]UATHelper: Packaging (Windows): Cleaning BloccBuster binaries…
[2023.07.10-13.50.45:686][ 89]UATHelper: Packaging (Windows): Took 0.6189053999999999s to run dotnet.exe, ExitCode=0
[2023.07.10-13.50.45:686][ 89]UATHelper: Packaging (Windows): Running: <UE_5.1 folder>\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe “<UE_5.1 folder>\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” BloccBuster Win64 Shipping -Project=\BloccBuster.uproject \BloccBuster.uproject -NoUBTMakefiles -remoteini=“” -skipdeploy -Manifest=\Intermediate\Build\Manifest.xml -NoHotReload -log=“\AppData\Roaming\Unreal Engine\AutomationToo
l\Logs\D+UnrealEngine+UE_5.1\UBT-BloccBuster-Win64-Shipping_2.txt”
[2023.07.10-13.50.45:978][106]UATHelper: Packaging (Windows): Log file: \AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UnrealEngine+UE_5.1\UBT-BloccBuster-Win64-Shipping_2.txt
[2023.07.10-13.50.46:060][111]UATHelper: Packaging (Windows): Using ‘git status’ to determine working set for adaptive non-unity build ().
[2023.07.10-13.50.46:738][151]UATHelper: Packaging (Windows): Parsing headers for BloccBuster
[2023.07.10-13.50.46:738][151]UATHelper: Packaging (Windows): Running Internal UnrealHeaderTool \BloccBuster.uproject \Intermediate\Build\Win64\BloccBuster\Shipping\BloccBuster.uhtmanifest -WarningsAsErrors -installed
[2023.07.10-13.50.47:586][199]UATHelper: Packaging (Windows): Total of 58 written
[2023.07.10-13.50.47:596][199]UATHelper: Packaging (Windows): Reflection code generated for BloccBuster in 0.8539733 seconds
[2023.07.10-13.50.47:867][216]UATHelper: Packaging (Windows): Missing precompiled manifest for ‘MessageLog’, ‘<UE_5.1 folder>\Engine\Intermediate\Build\Win64\UnrealGame\Shipping\MessageLog\MessageLog.precompiled’. This module was most likely not flagged for being included in a precompiled build - set ‘PrecompileForTargets = PrecompileTargetsType.Any;’ in MessageLog.build.cs to override. If part of a plugin, also check if its ‘Type’ is correct.
[2023.07.10-13.50.47:898][217]UATHelper: Packaging (Windows): Took 2.2127183s to run dotnet.exe, ExitCode=6
[2023.07.10-13.50.47:908][218]UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UnrealEngine+UE_5.1\UBT-BloccBuster-Win64-Shipping_2.txt)
[2023.07.10-13.50.47:919][219]UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 5s
[2023.07.10-13.50.47:919][219]UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
[2023.07.10-13.50.47:971][222]UATHelper: Packaging (Windows): BUILD FAILED
[2023.07.10-13.50.47:985][222]PackagingResults: Error: Unknown Error
Recent changes that I can think of are just that I have started adding functional tests, but I’m not sure if this was the trigger. I’ve hit this problem twice; the first time I noticed that the file Default.ini had a lot of entries (I saw that if you edit in the Project settings the entry “Test directories to not search”, instead of adding just this entry to the Default.ini file, it adds basically an entry for every property in the Packaging section). I reverted the changes in Default.ini and I managed to package the project a couple of times. However, the issue has appeared again, and just editing the Default.ini file is not fixing it.
I’m a bit unclear about how to troubleshoot this issue, so any assistance will be much appreciated. From what I’ve seen in other posts, similar errors appear when using plugins that have issues. However, in my case it’s complaining about MessageLog, which is part of the Editor as far as I understand. If a plugin is causing this I don’t know how to identify it. The log file mentioned in the output does not seem to add more information to the error.
I checked UE_5.1\Engine\Source\Developer\MessageLog\MessageLog.Build.cs, and I saw:
if (Target.bCompileAgainstEngine && Target.Configuration != UnrealTargetConfiguration.Shipping)
{
PrecompileForTargets = PrecompileTargetsType.Any;
}
This is a read only file, so I believe I should not change it, and this code is there for a reason. I’m also not sure if the fact that the error appears for MessageLog is a red herring, and the underlying cause is elsewhere.
Has anybody encountered this before? I’m happy to share more details if needed.
Thanks!