Unable to Generate Project Files

Hello, I’ve got a problem that has been halting my development for a better part of a week. I seem to be unable to generate project files for any UE5 version on Windows.

For some initial context on what I’ve tried so far, I’ve create two reddit posts here and here as well as posted about it on UnrealSlackers to see if anyone had experienced this problem in the past. Despite my best efforts, I simply cannot get this project to generate properly and the error-less output is disconcerting.

One additional note that was not mentioned in the Reddit posts was the fact that I also tried packaging a blank Blueprint project to see what would happen. This did produce some new error information, though whether or not this relates to the initial issue I’m unsure:

LogTurnkeySupport: Warning: Turnkey failed to run properly, full Turnkey output:
The system cannot find the path specified.
Running AutomationTool...
Using bundled DotNet SDK version: 6.0.302
Starting AutomationTool...
Parsing command line: -ScriptsForProject="C:/Users/TechS/Documents/Unreal Projects/CropoutSampleProject/CropoutSampleProject.uproject" Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename="C:/Users/TechS/Documents/Unreal Projects/CropoutSampleProject/Intermediate/TurnkeyReport_2.log" -log="C:/Users/TechS/Documents/Unreal Projects/CropoutSampleProject/Intermediate/TurnkeyLog_2.log" -project="C:/Users/TechS/Documents/Unreal Projects/CropoutSampleProject/CropoutSampleProject.uproject" -platform=all
Initializing script modules...
Total script module initialization time: 0.17 s.
Executing commands...
Installed Sdk validity:
ERROR: Android Studio is not installed correctly.
Scanning for envvar changes...
... done! 
Cleaning Temp Paths...
BUILD SUCCESSFUL
AutomationTool executed for 0h 0m 0s
AutomationTool exiting with ExitCode=0 (Success)

Specifically that “the Sdk failed,” though I’ve installed 3.1, 6.0, 8.0, I’ve copied the host file to the automation tool director as suggested in [this](https://www.youtube.com/watch?v=EoIdyhjW9e0) video and I’ve added a DOTNET_ROOT environment variable.

I’m at a complete loss at this point. I’m almost at the stage where I just give up on UE5 as a whole and just stick with UE4 which I’d prefer not to do.

I should also note, while there is an error for Android Studio mentioned here, I neither have Android as a selected platform in my packaging settings, nor do I have any remnant of Android Studio installed. I’m unsure why that error is being flagged, though I doubt that’s the source of the issue.

Have you told unreal to limit the target platforms?

I have, good suggestion! As soon as I saw Android mentioned I removed all non-Windows platforms from both the packaging settings as well as the TargetPlatforms in the engine’s installation options.

Android may have been a red-herring as well, I decided to force close all instances of Unreal and reattempt a build. Android studio is not mentioned this time in the Turnkey output:

LogTurnkeySupport: Running Turnkey device detection: ' -ScriptsForProject="C:/Users/TechS/Documents/Unreal Projects/CropoutSampleProject/CropoutSampleProject.uproject" Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename="C:/Users/TechS/Documents/Unreal Projects/CropoutSampleProject/Intermediate/TurnkeyReport_7.log" -log="C:/Users/TechS/Documents/Unreal Projects/CropoutSampleProject/Intermediate/TurnkeyLog_7.log" -project="C:/Users/TechS/Documents/Unreal Projects/CropoutSampleProject/CropoutSampleProject.uproject"  -Device=Win64@DESKTOP-C03K20H'
LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ""C:/Program Files/Epic Games/UE_5.3/Engine/Build/BatchFiles/RunUAT.bat"  -ScriptsForProject="C:/Users/TechS/Documents/Unreal Projects/CropoutSampleProject/CropoutSampleProject.uproject" Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename="C:/Users/TechS/Documents/Unreal Projects/CropoutSampleProject/Intermediate/TurnkeyReport_7.log" -log="C:/Users/TechS/Documents/Unreal Projects/CropoutSampleProject/Intermediate/TurnkeyLog_7.log" -project="C:/Users/TechS/Documents/Unreal Projects/CropoutSampleProject/CropoutSamplePr
oject.uproject"  -Device=Win64@DESKTOP-C03K20H" ]
LogTurnkeySupport: Completed device detection: Code = 1
LogTurnkeySupport: Warning: Turnkey failed to run properly, full Turnkey output:
The system cannot find the path specified.
Running AutomationTool...
Using bundled DotNet SDK version: 6.0.302
Starting AutomationTool...
Parsing command line: -ScriptsForProject="C:/Users/TechS/Documents/Unreal Projects/CropoutSampleProject/CropoutSampleProject.uproject" Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename="C:/Users/TechS/Documents/Unreal Projects/CropoutSampleProject/Intermediate/TurnkeyReport_7.log" -log="C:/Users/TechS/Documents/Unreal Projects/CropoutSampleProject/Intermediate/TurnkeyLog_7.log" -project="C:/Users/TechS/Documents/Unreal Projects/CropoutSampleProject/CropoutSampleProject.uproject" -Device=Win64@DESKTOP-C03K20H
Initializing script modules...
Total script module initialization time: 0.16 s.
Executing commands...
Installed Sdk validity:
Scanning for envvar changes...
... done! 
Cleaning Temp Paths...
BUILD SUCCESSFUL
AutomationTool executed for 0h 0m 0s
AutomationTool exiting with ExitCode=0 (Success)

This is an idea of what it looks like when I go to cook (I’m using an Unreal sample project at the moment, but this also occurs with brand new blank ones):

Ok so you probably have an error of missing Windows SDK. (that is why you have a warning sign at the windows package option).

Install the freshest version of windows SDK for your windows and then choose the “Force update device”

Notice that my windows icon has no exclamation mark by it. I went through this process about a month ago.

Ah excellent thought on that, no dice though unfortunately! I had two versions of the WindowsSDK installed which I promptly uninstalled before manually grabbing latest and rebooting. Despite the install, the exclamation mark remains and UE reports this Turnkey process failed.

I am glad to hear you were able to get it working for yourself in the past! At the very least, this gets me in the right direction, it’s likely something to do with Unreal’s interaction with the Windows SDK.

This issue has been solved! If you’re like me and have this very particular set of circumstances that seem to lead to an error, you’ve attempted several DotNet installations, MSVC installs, UE versions, and for some reason only UE4 seems to work, then I might have the solution for you!

I found this thread which in the past I disregarded since I couldn’t easily ascertain the source it was speaking of. I figured it was unrelated to the actual error I was getting and was more of a complaint of my DotNet or MSVC version. BUT! Upon closer inspection, I noticed I had a VERY outdated program that was listed for the value of AutoRun. CMD attempted to run this non-existant .exe before every subsequent command including the UBT. This led the UBT to mark a failure despite everything building normally! Upon clearing the registry value for this command, everything is building green once more!

Hope this helps!

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