Thanks for the detailed writeup!
I’m trying to set up an automated build for the BlackJack example project as a test. I used what looks like the same command line that you’ve got:
“C:\Program Files\Unreal Engine\4.9\Engine\Build\BatchFiles\RunUAT” BuildCookRun -project=“C:\Users\valtrain.jenkins\workspace\Unreal BlackJack\BlackJack.uproject” -noP4 -NoCompile -platform=Win64 -allmaps -build -clientconfig=Development -cook -stage -archive -archivedirectory=“C:\Users\valtrain.jenkins\workspace\Unreal BlackJack\BuildOutput”
but I’m getting this error:
C:\Users\valtrain.jenkins\workspace\Unreal BlackJack>“C:\Program Files\Unreal Engine\4.9\Engine\Build\BatchFiles\RunUAT” BuildCookRun -project=“C:\Users\valtrain.jenkins\workspace\Unreal BlackJack\BlackJack.uproject” -noP4 -NoCompile -platform=Win64 -allmaps -build -clientconfig=Development -cook -stage -archive -archivedirectory=“C:\Users\valtrain.jenkins\workspace\Unreal BlackJack\BuildOutput”
Running AutomationTool…
Program.Main: CWD=C:\Program Files\Unreal Engine\4.9\Engine\Binaries\DotNET
Automation.ParseCommandLine: Parsing command line: BuildCookRun -project=C:\Users\valtrain.jenkins\workspace\Unreal BlackJack\BlackJack.uproject -noP4 -NoCompile -platform=Win64 -allmaps -build -clientconfig=Development -cook -stage -archive -archivedirectory=C:\Users\valtrain.jenkins\workspace\Unreal BlackJack\BuildOutput
Automation.Process: IsBuildMachine=False
Automation.Process: ShouldKillProcesses=True
Automation.Process: Setting up command environment.
CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Unreal Engine/4.9/Engine/Programs/AutomationTool/Saved
CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Program Files/Unreal Engine/4.9/Engine/Programs/AutomationTool/Saved/Logs)
WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1
WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools…\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\Windows\Microsoft.NET\Framework
CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\Windows\Microsoft.NET\Framework
WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
CommandEnvironment.SetupBuildEnvironment: WARNING: C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools…\IDE\Devenv.com does not exist.
CommandEnvironment.SetupBuildEnvironment: WARNING: Assuming no solution compilation capability.
ProjectUtils.CleanupFolders: Cleaning up project rules folder
CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Program Files\Unreal Engine\4.9\Engine\Programs\AutomationTool\Saved\Rules)
Automation.Process: Compiling scripts.
ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s).
BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\valtrain.jenkins\workspace\Unreal BlackJack\BlackJack.uproject
ProjectParams.ValidateAndLog: Project Params **************
ProjectParams.ValidateAndLog: AdditionalServerMapParams=
ProjectParams.ValidateAndLog: Archive=True
ProjectParams.ValidateAndLog: ArchiveMetaData=False
ProjectParams.ValidateAndLog: CreateAppBundle=True
ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\valtrain.jenkins\workspace\Unreal BlackJack\BuildOutput
ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\valtrain.jenkins\workspace\Unreal BlackJack\Saved\StagedBuilds
ProjectParams.ValidateAndLog: Build=True
ProjectParams.ValidateAndLog: Cook=True
ProjectParams.ValidateAndLog: Clean=
ProjectParams.ValidateAndLog: Client=False
ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
ProjectParams.ValidateAndLog: ClientCookedTargets=UE4Game
ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
ProjectParams.ValidateAndLog: Compressed=False
ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
ProjectParams.ValidateAndLog: CookFlavor=
ProjectParams.ValidateAndLog: CookOnTheFly=False
ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
ProjectParams.ValidateAndLog: UnversionedCookedContent=False
ProjectParams.ValidateAndLog: SkipCookingEditorContent=False
ProjectParams.ValidateAndLog: NumCookersToSpawn=0
ProjectParams.ValidateAndLog: GeneratePatch=False
ProjectParams.ValidateAndLog: CreateReleaseVersion=
ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
ProjectParams.ValidateAndLog: DLCName=
ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False
ProjectParams.ValidateAndLog: AdditionalCookerOptions=
ProjectParams.ValidateAndLog: DedicatedServer=False
ProjectParams.ValidateAndLog: DirectoriesToCook=
ProjectParams.ValidateAndLog: CulturesToCook=
ProjectParams.ValidateAndLog: EditorTargets=UE4Editor
ProjectParams.ValidateAndLog: Foreign=False
ProjectParams.ValidateAndLog: IsCodeBasedProject=False
ProjectParams.ValidateAndLog: IsProgramTarget=False
ProjectParams.ValidateAndLog: IterativeCooking=False
ProjectParams.ValidateAndLog: CookAll=False
ProjectParams.ValidateAndLog: CookMapsOnly=False
ProjectParams.ValidateAndLog: Deploy=False
ProjectParams.ValidateAndLog: IterativeDeploy=False
ProjectParams.ValidateAndLog: FastCook=False
ProjectParams.ValidateAndLog: LogWindow=False
ProjectParams.ValidateAndLog: Manifests=False
ProjectParams.ValidateAndLog: MapToRun=
ProjectParams.ValidateAndLog: NoClient=False
ProjectParams.ValidateAndLog: NumClients=0
ProjectParams.ValidateAndLog: NoDebugInfo=False
ProjectParams.ValidateAndLog: NoCleanStage=False
ProjectParams.ValidateAndLog: NoXGE=False
ProjectParams.ValidateAndLog: MapsToCook=
ProjectParams.ValidateAndLog: Pak=False
ProjectParams.ValidateAndLog: Package=False
ProjectParams.ValidateAndLog: NullRHI=False
ProjectParams.ValidateAndLog: FakeClient=False
ProjectParams.ValidateAndLog: EditorTest=False
ProjectParams.ValidateAndLog: RunAutomationTests=False
ProjectParams.ValidateAndLog: RunAutomationTest=
ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
ProjectParams.ValidateAndLog: CrashIndex=0
ProjectParams.ValidateAndLog: ProgramTargets=
ProjectParams.ValidateAndLog: ProjectBinariesFolder=C:\Program Files\Unreal Engine\4.9\Engine\Binaries\Win64
ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Program Files\Unreal Engine\4.9\Engine\Binaries\Win64
ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Program Files\Unreal Engine\4.9\Engine\Binaries\Win64\UE4Game.exe
ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Program Files\Unreal Engine\4.9\Engine\Binaries\Win64\UE4Game.exe
ProjectParams.ValidateAndLog: Distribution=False
ProjectParams.ValidateAndLog: Prebuilt=False
ProjectParams.ValidateAndLog: Prereqs=False
ProjectParams.ValidateAndLog: NoBootstrapExe=False
ProjectParams.ValidateAndLog: RawProjectPath=C:\Users\valtrain.jenkins\workspace\Unreal BlackJack\BlackJack.uproject
ProjectParams.ValidateAndLog: Rocket=False
ProjectParams.ValidateAndLog: Run=False
ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
ProjectParams.ValidateAndLog: ServerCookedTargets=
ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
ProjectParams.ValidateAndLog: ShortProjectName=BlackJack
ProjectParams.ValidateAndLog: SignedPak=False
ProjectParams.ValidateAndLog: SignPak=
ProjectParams.ValidateAndLog: SkipCook=False
ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
ProjectParams.ValidateAndLog: SkipPak=False
ProjectParams.ValidateAndLog: SkipStage=False
ProjectParams.ValidateAndLog: Stage=True
ProjectParams.ValidateAndLog: bUsesSteam=False
ProjectParams.ValidateAndLog: bUsesCEF3=False
ProjectParams.ValidateAndLog: bUsesSlate=True
ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
ProjectParams.ValidateAndLog: Project Params **************
Project.Build: ********** BUILD COMMAND STARTED **********
UE4Build.Build: XGE was requested, but is unavailable, so we won’t use it.
UE4Build.Build: ************************* UE4Build:
UE4Build.Build: ************************* ForceMonolithic: False
UE4Build.Build: ************************* ForceNonUnity:False
UE4Build.Build: ************************* ForceDebugInfo: False
UE4Build.Build: ************************* UseXGE: False
UE4Build.Build: ************************* UseParallelExecutor: False
CommandUtils.Run: Run: C:\Program Files\Unreal Engine\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Editor Win64 Development -noxge -generatemanifest -NoHotReloadFromIDE
CommandUtils.Run: Run: Took 2.4038966s to run UnrealBuildTool.exe, ExitCode=0
UE4Build.PrepareManifest: Copied UBT manifest to C:\Program Files\Unreal Engine\4.9\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml
CommandUtils.Run: Run: C:\Program Files\Unreal Engine\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Editor Win64 Development -noxge -NoHotReloadFromIDE -ignorejunk
UnrealBuildTool: Creating makefile for UE4Editor (no existing makefile)
UnrealBuildTool: Performing full C++ include scan (no include cache file)
UnrealBuildTool: Building UnrealHeaderTool…
UnrealBuildTool: Creating makefile for UnrealHeaderTool (no existing makefile)
UnrealBuildTool: ERROR: Couldn’t find target rules file for target ‘UnrealHeaderTool’ in rules assembly ‘UE4ModuleRules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null’.
UnrealBuildTool: Location: C:\Program Files\Unreal Engine\4.9\Engine\Intermediate\Build\BuildRules\UE4ModuleRules.dll
UnrealBuildTool: Target rules found:
UnrealBuildTool: UE4Editor - C:\Program Files\Unreal Engine\4.9\Engine\Source\UE4Editor.Target.cs
UnrealBuildTool: UE4Game - C:\Program Files\Unreal Engine\4.9\Engine\Source\UE4Game.Target.cs
UnrealBuildTool: UnrealHeaderTool failed for target ‘UE4Editor’ (platform: Win64, module info: C:\Program Files\Unreal Engine\4.9\Engine\Intermediate\Build\Win64\UE4Editor\Development\UnrealHeaderTool.manifest).
CommandUtils.Run: Run: Took 56.9662771s to run UnrealBuildTool.exe, ExitCode=5
BuildCommand.Execute: ERROR: BUILD FAILED
Program.Main: ERROR: AutomationTool terminated with exception:
Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): C:\Program Files\Unreal Engine\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Editor Win64 Development -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool-2015.10.22-17.25.52.txt’
Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary
2 EnvVars)
at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable
1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars) at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) at BuildCookRun.DoBuildCookRun(ProjectParams Params) at BuildCommand.Execute() at AutomationTool.Automation.Execute(List
1 CommandsToExecute, CaselessDictionary1 Commands) at AutomationTool.Automation.Process(String] CommandLine) at AutomationTool.Program.MainProc(Object Param) at AutomationTool.InternalUtils.RunSingleInstance(Action
1 Main, Object Param)
at AutomationTool.Program.Main()
ProcessManager.KillAll: Trying to kill 0 spawned processes.
Program.Main: AutomationTool exiting with ExitCode=5
Domain_ProcessExit
copying UAT log files…
RunUAT.bat ERROR: AutomationTool was unable to run successfully.
BUILD FAILED
Build step ‘Execute Windows batch command’ marked build as failure
Finished: FAILURE
Do you have any idea what might be wrong?
Thanks!