Unreal Engine 4.7 Preview

questions/172523/47-when-trying-to-pick-use-slider-in-color-picker.html

Discovered bug. Kind of annoying, though not critical (;.

[]
UE-3480 Launching a project with a custom Game Instance assigned will receive an error and crash launching window
[/]

bug has been filed under “fixed internally” for a while now; is there any of fix making it into a preview build, or are you waiting for 4.7 proper to include it?

[=;221391]
bug has been filed under “fixed internally” for a while now; is there any of fix making it into a preview build, or are you waiting for 4.7 proper to include it?
[/]

I just took a look at that bug and changelist that it was fixed in would have been part of preview 5.

[= Audy;221470]
I just took a look at that bug and changelist that it was fixed in would have been part of preview 5.
[/]

Oh interesting. I thought I experienced that bug in preview 6; I guess I should do some further investigation into what I saw.

I must admit that I am impressed by new Two Sided Foliage Shading Model in 4.7 preview 7
and believe me I’m not easily impressed by type of eye candy (long cryengine user here)
I’m impressed specially because i’ts Unreal Engine we are talking about here, engine that makes vegetation looks like plastic plants :slight_smile:
of course it needs more improvement (self shadowing, color bleeding, touch bending, leaves animation affected by wind)
I really hope that Unreal Engine will improve their shaders and become more elegant and beautiful.

Regards

[=;221225]
4.7.7

Place blueprint actor in level.
Copy or duplicate creates an instance not a copy.
is problematic for blueprints with construction scripts for random material change.
Dragging from content browser to viewport places a new blueprint actor that is not an instance and works correctly.
makes level building very slow.
ALT+Drag creates an instance as well.
[/]

Hey -

Thank you for your report. We found and identified and it will be fixed for next preview release and for 4.7 official release.

[= Audy;221470]
I just took a look at that bug (UE-3480) and changelist that it was fixed in would have been part of preview 5.
[/]

bug was fixed, but we hadn’t flagged it to merge it into 4.7 branch. I just set right before Audy took a look. We should get it into 4.7 soon.

Cheers

Thanks for response, both!

[=;221050]
Looks like emissive does not work in splitscreen. Just have an emissive to a material in scene then add another player via “create player” node and emissive goes away completely.

Tested with a clean 3rd person project and set one of objects to have an emissive value of 100.

Also when you add a third player everything goes black but when you add a 4th player it starts working again. Resizing window randomly makes it work again.
[/]

Hey -

splitscreen emissive is already known and currently under investigation (UE-7627). I have also reported black screen with three person splitscreen (UE-9825) for further investigation as well.

little strange one here just tried to update 4.7-p6 to p7 and got “Not enough disk space” i know 13 gb isn’t much now a days but come on surely engine doesn’t need to that sort of size, maybe it might be an idea to go back and stream line what is actually needed.

ok did a quick size check !!!
4.6.1 = 9.5 gb
4.7 p6 = 20 gb

i guess hope somethings not right here, i’m not worried about volume but it does seem a bit Over Top !!!

Thank you Epic!

Guys 4.7 is looking really cool. Thank you Epic!!

**And, seriously, thanks for : **

://i.imgur/PEMZAgx.png

[=;221548]
little strange one here just tried to update 4.7-p6 to p7 and got “Not enough disk space” i know 13 gb isn’t much now a days but come on surely engine doesn’t need to that sort of size, maybe it might be an idea to go back and stream line what is actually needed.

ok did a quick size check !!!
4.6.1 = 9.5 gb
4.7 p6 = 20 gb

i guess hope somethings not right here, i’m not worried about volume but it does seem a bit Over Top !!!
[/]

I think Epic distributes full debug symbols with 4.7, those files are giants (with large spaces of void in them). But they are really good candidates for NTFS compression or deduplication, so if you enable either of these on location you install engine to you will save several gigabytes.

I’ve encountered something weird using 4.7 - Packaging a project under Development and running ( done via Launcher, not source!) is throwing me error (Taken from Log):


Log file open, 02/13/15 18:41:19
LogInit: Version: 4.7.0-2440994+++depot+UE4-Releases+4.7
LogInit: API Version: 2440994
LogInit: Compiled (64-bit): Feb 11 2015 00:17:41
LogInit: Compiled with Visual C++: 18.00.21005.01
LogInit: Build Configuration: Development
LogInit: Branch Name: ++depot+UE4-Releases+4.7
LogInit: Command line: 
LogInit: Base directory: C:/Users/Ryuuzaki/Documents/Distro/TEST/TEST3/WindowsNoEditor/SuperDistro/Binaries/Win64/
LogInit: Rocket: 1
[2015.02.13-18.41.19:747]  0]LogTaskGraph: Started task graph with 3 named threads and 6 total threads.
[2015.02.13-18.41.19:791]  0]LogOnline:Warning: No default platform service specified for OnlineSubsystem
[2015.02.13-18.41.19:791]  0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[2015.02.13-18.41.19:795]  0]LogInit:  subsystem initialized
[2015.02.13-18.41.19:796]  0]LogConsoleResponse:Warning: Skipping Unknown console variable: 'TranslucentSortAxis = (X=0.000000,Y=-1.000000,Z=0.000000)'
[2015.02.13-18.41.19:796]  0]LogConsoleResponse:Warning:   Found in ini file '../../../SuperDistro/Saved/Config/WindowsNoEditor/Engine.ini', in section '[/Script/Engine.RendererSettings]'
[2015.02.13-18.41.19:796]  0]LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleRule = ShortestSide'
[2015.02.13-18.41.19:796]  0]LogConsoleResponse:Warning:   Found in ini file '../../../SuperDistro/Saved/Config/WindowsNoEditor/Engine.ini', in section '[/Script/Engine.RendererSettings]'
[2015.02.13-18.41.19:796]  0]LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleCurve = (EditorCurveData=(Keys=),ExternalCurve=None)'
[2015.02.13-18.41.19:796]  0]LogConsoleResponse:Warning:   Found in ini file '../../../SuperDistro/Saved/Config/WindowsNoEditor/Engine.ini', in section '[/Script/Engine.RendererSettings]'
[2015.02.13-18.41.19:798]  0]LogInit: Selected Device Profile: [WindowsNoEditor]
[2015.02.13-18.41.19:798]  0]LogInit: Applying CVar settings loaded from  selected device profile: [WindowsNoEditor]
[2015.02.13-18.41.19:801]  0]LogInit: Computer: WIN-5QG95MOVID6
[2015.02.13-18.41.19:801]  0]LogInit: User: Ryuuzaki
[2015.02.13-18.41.19:801]  0]LogInit: CPU Page size=4096, Cores=4
[2015.02.13-18.41.19:801]  0]LogInit: High frequency timer resolution =3.417961 MHz
[2015.02.13-18.41.19:801]  0]LogMemory: Memory total: Physical=7.9GB (8GB approx) Virtual=131072.0GB
[2015.02.13-18.41.19:801]  0]LogMemory: Platform Memory Stats for WindowsNoEditor
[2015.02.13-18.41.19:801]  0]LogMemory: Process Physical Memory: 31.35 MB used, 31.35 MB peak
[2015.02.13-18.41.19:801]  0]LogMemory: Process Virtual Memory: 20.36 MB used, 20.42 MB peak
[2015.02.13-18.41.19:801]  0]LogMemory: Physical Memory: 2115.15 MB used, 8050.69 MB total
[2015.02.13-18.41.19:801]  0]LogMemory: Virtual Memory: 215.66 MB used, 134217728.00 MB total
[2015.02.13-18.41.19:822]  0]LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 760 ( Level 11_0)
[2015.02.13-18.41.19:822]  0]LogD3D11RHI: Adapter has 1985MB of dedicated video memory, 0MB of dedicated system memory, and 2048MB of shared system memory, 1 output[s]
[2015.02.13-18.41.19:825]  0]LogD3D11RHI: Found D3D11 adapter 1: Intel(R) HD Graphics 4600 ( Level 11_0)
[2015.02.13-18.41.19:825]  0]LogD3D11RHI: Adapter has 32MB of dedicated video memory, 0MB of dedicated system memory, and 1760MB of shared system memory, 0 output[s]
[2015.02.13-18.41.19:826]  0]LogD3D11RHI: Found D3D11 adapter 2: Microsoft Basic Render Driver ( Level 11_0)
[2015.02.13-18.41.19:826]  0]LogD3D11RHI: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 4025MB of shared system memory, 0 output[s]
[2015.02.13-18.41.19:826]  0]LogD3D11RHI: Chosen D3D11 Adapter Id = 0
[2015.02.13-18.41.19:829]  0]LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
[2015.02.13-18.41.19:835]  0]LogD3D11RHI: Async texture creation enabled
[2015.02.13-18.41.20:147]  0]LogTextLocalizationManager:  requested culture ('en_GB') has no localization data; parent culture's ('en') localization data will be used.
[2015.02.13-18.41.20:165]  0]LogContentStreaming: Texture pool size is 1000.000000MB
[2015.02.13-18.41.20:381]  0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
[2015.02.13-18.41.20:500]  0]LogObj: 20174 objects as part of root set at end of initial load.
[2015.02.13-18.41.20:500]  0]LogUObjectAllocator: 3944536 out of 0 bytes used by permanent  pool.
[2015.02.13-18.41.20:511]  0]LogEngine: Initializing Engine...
[2015.02.13-18.41.22:547]  0]LogInit: XAudio2 using 'HDTV-4 (NVIDIA High Definition Audio)' : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3)
[2015.02.13-18.41.22:549]  0]LogInit: FAudioDevice initialized.
[2015.02.13-18.41.22:550]  0]LogInit: Texture streaming: Enabled
[2015.02.13-18.41.22:556]  0]LogLinker:Warning: Can't find file '/Game/Blueprints/GameModes/SuperDistroGameInstance'
[2015.02.13-18.41.22:556]  0]LogUObjectGlobals:Warning: Failed to load '/Game/Blueprints/GameModes/SuperDistroGameInstance': Can't find file '/Game/Blueprints/GameModes/SuperDistroGameInstance'
[2015.02.13-18.41.22:556]  0]LogLinker:Warning: Can't find file '/Game/Blueprints/GameModes/SuperDistroGameInstance'
[2015.02.13-18.41.22:556]  0]LogUObjectGlobals:Warning: Failed to load '/Game/Blueprints/GameModes/SuperDistroGameInstance': Can't find file '/Game/Blueprints/GameModes/SuperDistroGameInstance'
[2015.02.13-18.41.22:556]  0]LogUObjectGlobals:Warning: Failed to find  'Class /Game/Blueprints/GameModes/SuperDistroGameInstance.SuperDistroGameInstance_C'
[2015.02.13-18.41.22:556]  0]LogWindows:Error: Windows GetLastError:  operation completed successfully. (0)
[2015.02.13-18.41.22:962]  0]LogWindows: Could not start CrashReportClient.exe
[2015.02.13-18.41.22:963]  0]LogMemory: Platform Memory Stats for WindowsNoEditor
[2015.02.13-18.41.22:963]  0]LogMemory: Process Physical Memory: 402.34 MB used, 405.73 MB peak
[2015.02.13-18.41.22:963]  0]LogMemory: Process Virtual Memory: 412.03 MB used, 415.53 MB peak
[2015.02.13-18.41.22:963]  0]LogMemory: Physical Memory: 2656.24 MB used, 8050.69 MB total
[2015.02.13-18.41.22:963]  0]LogMemory: Virtual Memory: 847.46 MB used, 134217728.00 MB total
[2015.02.13-18.41.29:205]  0]LogWindows: === Critical error: ===
Assertion failed: Class [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\CoreUObject\Public\UObject\Class.h] [Line: 2563] 
ConstructObject called with a NULL class 


KERNELBASE.dll!UnknownFunction (0x00007ffb31c24838) + 0 bytes [UnknownFile:0]
SuperDistro.exe!FOutputDeviceWindowsError::Serialize() (0x00007ff79b42b69c) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
SuperDistro.exe!FOutputDevice::Logf__VA() (0x00007ff79b28a848) + 159 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
SuperDistro.exe!FDebug::AssertFailed() (0x00007ff79b267f09) + 113 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
SuperDistro.exe!UGameEngine::Init() (0x00007ff79cc71305) + 61 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\gameengine.cpp:421]
SuperDistro.exe!FEngineLoop::Init() (0x00007ff79b12f299) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:1967]
SuperDistro.exe!GuardedMain() (0x00007ff79b12e3ba) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:138]
SuperDistro.exe!GuardedMainWrapper() (0x00007ff79b12e5ca) + 5 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
SuperDistro.exe!WinMain() (0x00007ff79b13ece9) + 17 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
SuperDistro.exe!__tmainCRTStartup() (0x00007ff79db7bc01) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
KERNEL32.DLL!UnknownFunction (0x00007ffb33c05f72) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffb347b9b54) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffb347b9b54) + 0 bytes [UnknownFile:0]


[2015.02.13-18.41.29:318]  0]LogExit: Executing StaticShutdownAfterError
[2015.02.13-18.41.29:319]  0]LogWindows: FPlatformMisc::RequestExit(1)
[2015.02.13-18.41.29:319]  0]Log file closed, 02/13/15 18:41:29


Anyone know what’s up with that? Note that is same project I’ve used throughout preview period and is first I’ve seen error.


[2015.02.13-18.41.22:556]  0]LogUObjectGlobals:Warning: Failed to load '/Game/Blueprints/GameModes/SuperDistroGameInstance': **Can't find file '/Game/Blueprints/GameModes/SuperDistroGameInstance'**
[2015.02.13-18.41.22:556]  0]LogLinker:Warning: Can't find file '/Game/Blueprints/GameModes/SuperDistroGameInstance'
[2015.02.13-18.41.22:556]  0]LogUObjectGlobals:Warning: Failed to load '/Game/Blueprints/GameModes/SuperDistroGameInstance': **Can't find file '/Game/Blueprints/GameModes/SuperDistroGameInstance'**
[2015.02.13-18.41.22:556]  0]LogUObjectGlobals:Warning: Failed to find  'Class /Game/Blueprints/GameModes/SuperDistroGameInstance.SuperDistroGameInstance_C'


^
Did you rename that blueprint recently? I had an similar log errors while shipping a project (with 4.5 though) and it turned out that redirectors were messed up for assets I’d renamed. I went to my Content directory and found a set of files that were visible only from Windows explorer but not editor’s Content Browser. Deleting those stray files resolved “can’t find file” shipping issues for me. However yours may well be a genuine preview if that’s not case.

BTW, @anonymous_user_1da90bc6/Epic,

Did anyone get a to look at bug I posted yet? questions/172083/47-preview-5-standalone-game-bp-compile-issues.html
It’s not part of known issues list on front page so just want to make sure that didn’t slip through cracks :slight_smile:

[=;221614]


[2015.02.13-18.41.22:556]  0]LogUObjectGlobals:Warning: Failed to load '/Game/Blueprints/GameModes/SuperDistroGameInstance': **Can't find file '/Game/Blueprints/GameModes/SuperDistroGameInstance'**
[2015.02.13-18.41.22:556]  0]LogLinker:Warning: Can't find file '/Game/Blueprints/GameModes/SuperDistroGameInstance'
[2015.02.13-18.41.22:556]  0]LogUObjectGlobals:Warning: Failed to load '/Game/Blueprints/GameModes/SuperDistroGameInstance': **Can't find file '/Game/Blueprints/GameModes/SuperDistroGameInstance'**
[2015.02.13-18.41.22:556]  0]LogUObjectGlobals:Warning: Failed to find  'Class /Game/Blueprints/GameModes/SuperDistroGameInstance.SuperDistroGameInstance_C'


^
Did you rename that blueprint recently? I had an similar log errors while shipping a project (with 4.5 though) and it turned out that redirectors were messed up for assets I’d renamed. I went to my Content directory and found a set of files that were visible only from Windows explorer but not editor’s Content Browser. Deleting those stray files resolved “can’t find file” shipping issues for me. However yours may well be a genuine preview if that’s not case.

BTW, @anonymous_user_1da90bc6/Epic,

Did anyone get a to look at bug I posted yet? questions/172083/47-preview-5-standalone-game-bp-compile-issues.html
It’s not part of known issues list on front page so just want to make sure that didn’t slip through cracks :slight_smile:
[/]

That got it, My bad. Better to be safe then sorry! Darn stray files! :<

[=;221614]
Did anyone get a to look at bug I posted yet? questions/172083/47-preview-5-standalone-game-bp-compile-issues.html
It’s not part of known issues list on front page so just want to make sure that didn’t slip through cracks :slight_smile:
[/]

It appears that is working with you to try to get reproduction on .

bReplicateInstigator no longer exists. I couldn’t find in post. What is reasoning behind it? It was used in ShooterGame for example.

[=;220565]
Sadly latest build from GitHub on Gear VR causes it to launch Oculus Home rather than my app.
[/]

For Gear VR users out there, JJ helped solve offline. I had deleted assets directory when I was clearing out Build folder for testing out a clean rebuild from GitHub. For future reference osig files for each of your phones that you generate on Oculus site should be in Engine\Build\Android\Java\assets directory.

Some VR and Gear VR related bugs on latest GitHub build:

  1. FIXED: doesn’t seem to capture mouse anymore, so if fullscreen mouse is outside, and if I click in screen to capture it doesn’t really get captured. Turns out that is because project has “use mouse to emulate touch” enabled, not a bug
  2. Gear VR doesn’t seem to render shadows on dynamic objects (eg: FPS starter template), when I set them to static shadows get added as part of lighting build
  3. Gear VR rendering ground on FPS template as highly reflective, doesn’t have that, I’ve set lighting to static, cubes to static, turned on temporal AA, mobile HDR is off

Otherwise looks good so far and reducing dynamic objects and tuning texture sizes and so on has helped get performance to 60FPS on a simple enough test that I can build on.

I’ve run into a problem after upgrading from 4.7 preview2 to preview7, has anyone seen error below when trying to “Cook Content for Windows”. Is packaging broken for Windows in Preview 7?

I get error both with my own project and when I have created a new project using First-Person shooter template:

MainFrameActions: Cooking (Windows): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Documents\Unreal Projects\Test_Compile\Test_Compile.uproject
MainFrameActions: Cooking (Windows): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Cooking (Windows): Program.: ERROR: AutomationTool terminated with exception:
MainFrameActions: Cooking (Windows): Program.: ERROR: Exception in mscorlib: Requested value ‘WindowsNoEditor’ was not found.
MainFrameActions: Cooking (Windows): Stacktrace: at System.Enum.TryParseEnum(Type enumType, String value, Boolean ignoreCase, EnumResult& parseResult)
MainFrameActions: Cooking (Windows): at System.Enum.Parse(Type enumType, Strin
MainFrameActions: Cooking (Windows): g value, Boolean ignoreCase)
MainFrameActions: Cooking (Windows): at AutomationTool.ProjectParams.SetupTargetPlatforms(Dictionary2& DependentPlatformMap, CommandUtils Command, List1 OverrideTargetPlatforms, List1 DefaultTargetPlatforms, Boolean AllowPlatformParams, String] PlatformParamNames) MainFrameActions: Cooking (Windows): at AutomationTool.ProjectParams..ctor(String RawProjectPath, CommandUtils Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, Nullable1 StageNonMonolithic, String UE4Exe, String SignPak, List1 ClientConfigsToBuild, List1 ServerConfigsToBuild, ParamList1 MapsToCook, ParamList1 DirectoriesToCook, String InternationalizationPreset, ParamList1 CulturesToCook, ParamList1 ClientCookedTargets, ParamList1 EditorTargets, ParamList1 ServerCookedTargets, List1 ClientTargetPlatforms, Dictionary2 ClientDependentPlatformMap, List1 ServerTargetPlatforms, Dictionary2 ServerDependentPlatformMap, Nullable1 Build, Nullable1 Cook, String CookFlavor, Nullable1 Run, Nullable1 SkipServer, Nullable1 Clean, Nullable1 Compressed, Nullable1 UseDebugParamForEditorExe, Nullable1 IterativeCooking, Nullable1 CookOnTheFly, Nullable1 CookOnTheFlyStreaming, String AdditionalCookerOptions, String BasedOnReleaseVersion, String CreateReleaseVersion, String DLCName, Nullable1 NewCook, Nullable1 CrashReporter, Nullable1 DedicatedServer, Nullable1 Client, Nullable1 Deploy, Nullable1 FileServer, Nullable1 Foreign, Nullable1 ForeignCode, Nullable1 LogWindow, Nullable1 NoCleanStage, Nullable1 NoClient, Nullable1 NoDebugInfo, Nullable1 NoXGE, Nullable1 Package, Nullable1 Pak, Nullable1 Prereqs, Nullable1 NoBootstrapExe, Nullable1 SignedPak, Nullable1 NullRHI, Nullable1 FakeClient, Nullable1 EditorTest, Nullable1 RunAutomationTests, String RunAutomationTest, Nullable1 CrashIndex, Nullable1 Rocket, Nullable1 SkipCook, Nullable1 SkipCookOnTheFly, Nullable1 SkipPak, Nullable1 SkipStage, Nullable1 Stage, Nullable1 Manifests, Nullable1 CreateChunkInstall, Nullable1 Unattended, Nullable1 NumClients, Nullable1 Archive, String ArchiveDirectoryParam, Nullable1 ArchiveMetaData, ParamList1 ProgramTargets, Nullable1 Distribution, Nullable1 Prebuilt, Nullable1 RunTimeoutSeconds, String OverrideMinimumOS, Nullable1 IterativeDeploy) MainFrameActions: Cooking (Windows): at BuildCookRun.SetupParams() MainFrameActions: Cooking (Windows): at BuildCookRun.ExecuteBuild() MainFrameActions: Cooking (Windows): at BuildCommand.Execute() MainFrameActions: Cooking (Windows): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Cooking (Windows): at AutomationTool.Automation.Process(String] CommandLine)
MainFrameActions: Cooking (Windows): at AutomationTool.Program.MainProc( )
MainFrameActions: Cooking (Windows): at AutomationTool.InternalUtils.RunSingleInstance(MainProc , )
MainFrameActions: Cooking (Windows): at AutomationTool.Program.()
MainFrameActions: Cooking (Windows): Program.: ERROR: Requested value ‘WindowsNoEditor’ was not found.
MainFrameActions: Cooking (Windows): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Cooking (Windows): Program.: AutomationTool exiting with ExitCode=1
MainFrameActions: Cooking (Windows): Domain_ProcessExit
MainFrameActions: Cooking (Windows): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Cooking (Windows): copying UAT log files…
MainFrameActions: Cooking (Windows): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Cooking (Windows): BUILD FAILED