It’s probably a good idea to let people know to update the NuGet packages while building from source.
I’ve been debugging for an entire day not realizing that msbuild just won’t accept Unreal Engine 5.6.1’s default Magick .NET library because of security vulnerabilities.
If you’re having issues with Automation errors or warnings, this is what is causing it. Use Visual Studio Code to Manage NuGet packages and update the Magick .NET libraries for all Automations.
If anyone ends up on this page because of this error all you have to do is open the automation project via visual studio at Engine\Source\Programs\AutomationTool\Gauntlet\Gauntlet.Automation.csproj and then use the NuGet package system to update it. You don’t need to build it to do this or generate/save the sln file. This is for the Error: appError called: Assertion failed: (!FPlatformProcess::SupportsMultithreading()) || (!bIsRunning error or the Magick.net warningaserror issue.
It’s been a number of months since this but I’m in a situation where I have been working on a number of things including significant changes to UE5.6’s render pipeline. I’m very proud of the results and as an indie game dev, this represents a significant part of my game dev. I have had nothing but issues with NuGet vulnerabilities and Magick.NET updates all the way through.
The “Turnkey” is blocked because warnings are treated as errors. As a result, I have spent multiple days trying to package my prototype with no success. I tried using the changelist mentioned above (while updating the logic to the recent versions). No dice. It’s hard to imagine that the “turnkey” is where I’m blocked. Epic’s architectural choice to treat the NuGet ecosystem warnings as terminal errors without actually verifying that the engine’s sub-plugins (like Mutable or LowLevelTests) have also been updated to match the new rules is seemingly the issue.
Does anyone have any ideas how I can consolidate the clash? Or am I looking at migrating to a newer engine?