UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the i

Hello,

I am trying to package a very simple scene… but I can’t make it work. Please, help me understand what does that mean: (UE4.12.5)

MainFrameActions: Packaging (HTML5): UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.

and

MainFrameActions: Packaging (HTML5): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): C:\Program Files (x86)\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game HTML5 Development -clean -remoteini="C:

What can I do about it? Getting same error in TappyChicken.

@Epic: I read this forum and see lots of crashes, HUGE package size (140MB on the web is… too much!). 2 years I’ve been waiting for UE4 HTML5 to go out of experimental zone. Apple TV has been out faster… how has an Apple TV anyway? 1%-2%? About 100% of web users can run HTML5/JS/CSS!! Desktop, laptop, mobile: this has a huge potential and so little love…
UE4 HTML5 needs some of your love!!

Don’t get me wrong: I love UE4… Using it everyday for VR and learning everyday something new is amazing.

Here’s the complete log:
MainFrameActions: Packaging (HTML5): Running AutomationTool…
MainFrameActions: Packaging (HTML5): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/Users/Eric/Documents/Unreal Projects/TappyChicken/TappyChicken.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=C:/Users/Eric/Documents/Unreal Projects/Tapp
MainFrameActions: Packaging (HTML5): yChicken/TappyChicken.uproject -cook -stage -archive -archivedirectory=C:/Users/Eric/Desktop/WebTest01 -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -clean -prereqs -nodebuginfo -targetplatform=HTML5 -build -CrashReporter -utf8output
MainFrameActions: Packaging (HTML5): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (HTML5): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Eric\Documents\Unreal Projects\TappyChicken\TappyChicken.uproject
MainFrameActions: Packaging (HTML5): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (HTML5): CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game HTML5 Development -clean -remoteini=“C:\Users\Eric\Documents\Unreal Projects\TappyChicken” -nobuilduht -NoHotReloadFromIDE
MainFrameActions: Packaging (HTML5): UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.
MainFrameActions: Packaging (HTML5): CommandUtils.Run: Run: Took 0.8490034s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (HTML5): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): C:\Program Files (x86)\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game HTML5 Development -clean -remoteini=“C:
MainFrameActions: Packaging (HTML5): \Users\Eric\Documents\Unreal Projects\TappyChicken” -nobuilduht -NoHotReloadFromIDE. See logfile for details: ‘UnrealBuildTool-2016.07.17-11.05.26.txt’
MainFrameActions: Packaging (HTML5): at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) MainFrameActions: Packaging (HTML5): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)
MainFrameActions: Packaging (HTML5): at AutomationTool.UE4Build.CleanWithUBT(String TargetName, UnrealTargetPlatform Platform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) MainFrameActions: Packaging (HTML5): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1 InChangelistNumberOverride, Dictionary
2 InTargetToManifest) MainFrameActions: Packaging (HTML5): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) MainFrameActions: Packaging (HTML5): at BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Packaging (HTML5): at AutomationTool.BuildCommand.Execute() MainFrameActions: Packaging (HTML5): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) MainFrameActions: Packaging (HTML5): at AutomationTool.Automation.Process(String] CommandLine) MainFrameActions: Packaging (HTML5): at AutomationTool.Program.MainProc(Object Param) MainFrameActions: Packaging (HTML5): at AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
MainFrameActions: Packaging (HTML5): at AutomationTool.Program.Main()
MainFrameActions: Packaging (HTML5): Program.Main: AutomationTool exiting with ExitCode=5 (5)
MainFrameActions: Packaging (HTML5): Domain_ProcessExit
MainFrameActions: Packaging (HTML5): copying UAT log files…
MainFrameActions: Packaging (HTML5): BUILD FAILED
PackagingResults:Error: Error Unknown Error

1 - I faced the same problem couple of times, reinstalling UE4 solved the issue.
2 - If you have enabled any plugin’s disable them when building for HTML5

I do agree with you on your statement that Unreal’s focus/priority for HTML5 support for the moment seems to be very low. I don’t see much work happening on that front compared to other platforms/areas.

An Unreal work/game which can be run on a browser is going to open up lot of opportunities for content developers from various 3D fields.

first try adding an empty c++ file to your project. then try recompiling.

if you already have c++ files, delete Binaries, Build, Intermediate and Saved folders, delete the xcode file, and re-generate it (backup your project).

also, this might be a plugin problem. try disabling the ones you do not use.

Thanks guys, I will try this at home ASAP. It’s true that I may have Substance Plugin… not using it in this project. I’ll tell you.

Thanks guys. Substance Plugin did cause crashing. Now it works nicely.

Thanks. the empty C++ file did the trick for me

This same problem I faced when building for HTML5 and the reason was the substance plugin which was causing crashing. When building for HTML5, any plugin can cause issues.

Hope this solution will help you…


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I got this when I had “Build” checked in my project launch settings but nothing checked under it.