Vulkan-1.lib packaging error

Hi everyone.

I have a strange packaging error i can not figure out. This happens with new created c++ projects and with new created blueprint projects when i add the first c++ class. This does not happen when i export to Windows 32-Bit.

When I try to package for Windows 64-Bit it fails with this error:

UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: LINK : fatal error LNK1181: cannot open input file 'vulkan-1.lib'

I do not know why the unreal engine is trying to link against vulkan and i don’t know why it’s failing. Please help!

My setup is:

  • Windows 10 Education 64 Bit
  • GTX 1080 with GeForce Driver 375.70
  • UE4 4.13.2
  • Vulkan SDK 1.0.30.0

Full error message:

Cmd: OBJ SAVEPACKAGE PACKAGE="/Temp/Untitled_1" FILE="D:/work/unreal/build_test3/Saved/Autosaves/Temp/UEDPCUntitled_1.umap" SILENT=true AUTOSAVING=true KEEPDIRTY=true
LogSavePackage: Save=12.93ms
LogSavePackage: Moving 'D:/work/unreal/build_test3/Saved/UEDPCUntitled_171D854AB42484EA33473B9B89A101F60.tmp' to 'D:/work/unreal/build_test3/Saved/Autosaves/Temp/UEDPCUntitled_1.umap'
LogSavePackage:Display: Finished SavePackage D:/work/unreal/build_test3/Saved/Autosaves/Temp/UEDPCUntitled_1.umap
LogEditorTransaction: Undo Spawn Play From Here Start
UATHelper: Packaging (Windows (64-bit)): Running AutomationTool...
UATHelper: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=D:/work/unreal/build_test3/build_test3.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=D:/work/unreal/build_test3/build_test3.uproject -cook -stage -archive -archivedirectory=D:/work/unreal/build_test3 -package -clientcon
fig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
UATHelper: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
UATHelper: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for D:\work\unreal\build_test3\build_test3.uproject
UATHelper: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe build_test3 Win64 Development -Project=D:\work\unreal\build_test3\build_test3.uproject  D:\work\unreal\build_test3\build_test3.uproject  -remoteini="D:\work\unreal\build_test3" -noxge -generatemanifest -NoHotReload
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Performing full C++ include scan (building a new target)
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0,7489926s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe build_test3 Win64 Development -Project=D:\work\unreal\build_test3\build_test3.uproject  D:\work\unreal\build_test3\build_test3.uproject  -remoteini="D:\work\unreal\build_test3" -noxge -NoHotReload -ignorejunk
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Performing 1 actions (4 in parallel)
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: [1/1] Link build_test3.exe
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: LINK : fatal error LNK1181: cannot open input file 'vulkan-1.lib'
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: D:\work\unreal\build_test3\Binaries\Win64\build_test3.exe
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 2,80 seconds
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 2,9263062s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files (x86)\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe build_test3 Win64 Development -Project=D:\work\unreal\build_test3\build_test3.uproject  D:\work
\unreal\build_test3\build_test3.uproject  -remoteini="D:\work\unreal\build_test3" -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.10.31-22.21.19.txt' 
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunAndLog(Comman
UATHelper: Packaging (Windows (64-bit)): dEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictio
nary`2 InTargetToManifest)
UATHelper: Packaging (Windows (64-bit)):    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
UATHelper: Packaging (Windows (64-bit)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.BuildCommand.Execute()
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Process(String[] Arguments)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Program.MainProc(Object Param)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
UATHelper: Packaging (Windows (64-bit)):    at AutomationTool.Program.Main()
UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error

Hello fabianu,

When trying to do a general search for the link error you’re getting, I came across this post and it seems like it could be an issue related to build configuration. Could you try what is mentioned there and see if it could help?

As far as the editor trying to link with Vulkan, this is simply due to having the Vulkan SDK installed. Much like having the Android SDK installed, it will automatically pick up on that and start trying to include it where applicable.

Are you using the Binary version of the editor (downloaded from the Epic Games Launcher) or a source built version (downloaded from Github)? Do you get any kind of errors when trying to just compile the project rather than packaging?

Thank you very much for your reply! The solution of the post you linked worked for me. After deleting the Binary and Intermediate folders and compiling with the Development Editor configuration in Visual Studio the packaging succeeded.

I will still answer your questions:
I use the binary version of the engine. And i did not get any compilation errors. Both compiling from Visual Studio and the Engine worked without errors.

Thanks again for the help and have a nice day! Please promote your comment to an answer.