When building for iOS: Missing UE4Editor-Cmd.exe executable. Needs to be built first

Hello,

I have 4.1.0 running on my Mac compiled from the source and everything is working fine, except when building for iOS.

This is what I get at the end of the iOS build process:


LogPlayLevel:Display: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel:Display: Program.Main: ERROR: Exception in AutomationScripts.Automation: **Missing UE4Editor-Cmd.exe executable. Needs to be built first.**
LogPlayLevel:Display: Stacktrace:   at Project.Cook (AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0
LogPlayLevel:Display:   at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0
LogPlayLevel:Display:   at BuildCookRun.ExecuteBuild () [0x00000] in <filename unknown>:0
LogPlayLevel:Display:   at BuildCommand.Execute () [0x00000] in <filename unknown>:0
LogPlayLevel:Display: **Program.Main: ERROR: Missing UE4Editor-Cmd.exe executable. Needs to be built first.**
LogPlayLevel:Display: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel:Display: cp: log*.txt: No such file or directory
LogPlayLevel:Display: RunUAT ERROR: AutomationTool was unable to run successfully.


I rebuilt the iOS Xcode project and recompiled the engine and editor with no success. Am I missing a target or something? Because I also can’t find anything about UE4Editor-Cmd.

Specs:

  • iOS SDK 7.0
  • Xcode 5.0.2
  • OS X 10.9.2

Thanks!

I am getting this exact same error! Please Help!

Thanks

Hi Guys,

What configuration did you build? The output message is a little misleading as we convert UE4Editor-Cmd.exe to UE4Editor.app/Contents/MacOS/UE4Editor. So if it can’t find that, you’ll get the above error message. If you only built in Debug, Shipping, or Test, then it won’t find UE4Editor and will fail. That’s probably what is going on here. If you can post a log, that would be great.

Yep, that was it for me, I was building in debug. Switched it to development and everything is fine.

Thanks!

Thanks, building for Development worked.

But then I get the following, even with blank iOS projects:



LogPlayLevel:Display: UE4Editor: [2014.05.10-14.44.59:039]  0]LogInit: Executing Class /Script/UnrealEd.CookCommandlet
LogPlayLevel:Display: UE4Editor: [2014.05.10-14.44.59:039]  0]LogInit: Initializing Editor Engine...
LogPlayLevel:Display: UE4Editor: [2014.05.10-14.44.59:039]  0]LogEngine: Initializing Engine...
LogPlayLevel:Display: UE4Editor: [2014.05.10-14.44.59:056]  0]LogMaterial: Missing cached shader map for material RemoveSurfaceMaterial, compiling.
LogPlayLevel:Display: UE4Editor: [2014.05.10-14.44.59:058]  0]LogMaterial: Missing cached shader map for material DebugMeshMaterial, compiling.
LogPlayLevel:Display: UE4Editor: [2014.05.10-14.44.59:060]  0]LogMaterial: Missing cached shader map for material M_InvalidLightmapSettings, compiling.
LogPlayLevel:Display: UE4Editor: [2014.05.10-14.44.59:063]  0]LogMaterial: Missing cached shader map for material GizmoMaterial, compiling.
LogPlayLevel:Display: UE4Editor: 2014-05-10 11:44:59.261 UE4Editor[4422:6b07] An uncaught exception was raised
LogPlayLevel:Display: UE4Editor: 2014-05-10 11:44:59.262 UE4Editor[4422:6b07] launch path not accessible
LogPlayLevel:Display: UE4Editor: 2014-05-10 11:44:59.262 UE4Editor[4422:6b07] (
LogPlayLevel:Display: UE4Editor:  0   CoreFoundation                      0x00007fff9279a25c __exceptionPreprocess + 172
LogPlayLevel:Display: UE4Editor:  1   libobjc.A.dylib                     0x00007fff94416e75 objc_exception_throw + 43
LogPlayLevel:Display: UE4Editor:  2   CoreFoundation                      0x00007fff9279a10c +[NSException raise:format:] + 204
LogPlayLevel:Display: UE4Editor:  3   Foundation                          0x00007fff8a4■■■17 -[NSConcreteTask launchWithDictionary:] + 450
LogPlayLevel:Display: UE4Editor:  4   UE4Editor-Core.dylib                0x0000000109f3bf1d _ZN19FMacPlatformProcess10CreateProcEPKwS1_bbbPjiS1_Pv + 5469
LogPlayLevel:Display: UE4Editor:  5   UE4Editor-TextureFormatPVR.dylib    0x000000011e599506 _ZN17FTextureFormatPVR28CompressImageUsingPVRTexToolEPv12EPixelFormatiibiR6TArrayIh17FDefaultAllocatorE + 2294
LogPlayLevel:Display: UE4Editor:  6   UE4Editor-TextureFormatPVR.dylib    0x000000011e598a5d _ZNK17FTextureFormatPVR13CompressImageERK6FImageRK21FTextureBuildSettingsbR18FCompressedImage2D + 2157
LogPlayLevel:Display: UE4Editor:  7   UE4Editor-TextureCompressor.dylib   0x0000000119069167 _ZN10FAsyncTaskI23FAsyncCompressionWorkerE14DoThreadedWorkEv + 39
LogPlayLevel:Display: UE4Editor:  8   UE4Editor-Core.dylib                0x0000000109f12858 _ZN13FQueuedThread3RunEv + 152
LogPlayLevel:Display: UE4Editor:  9   UE4Editor-Core.dylib                0x0000000109e5f7ff _ZN22FRunnableThreadPThread11_ThreadProcEPv + 159
LogPlayLevel:Display: UE4Editor:  10  libsystem_pthread.dylib             0x00007fff8b27a899 _pthread_body + 138
LogPlayLevel:Display: UE4Editor:  11  libsystem_pthread.dylib             0x00007fff8b27a72a _pthread_struct_init + 0
LogPlayLevel:Display: UE4Editor:  12  libsystem_pthread.dylib             0x00007fff8b27efc9 thread_start + 13
LogPlayLevel:Display: UE4Editor: )
LogPlayLevel:Display: UE4Editor: 2014-05-10 11:44:59.262 UE4Editor[4422:6b07] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'launch path not accessible'
LogPlayLevel:Display: UE4Editor: *** First throw call stack:
LogPlayLevel:Display: UE4Editor: (
LogPlayLevel:Display: UE4Editor:  0   CoreFoundation                      0x00007fff9279a25c __exceptionPreprocess + 172
LogPlayLevel:Display: UE4Editor:  1   libobjc.A.dylib                     0x00007fff94416e75 objc_exception_throw + 43
LogPlayLevel:Display: UE4Editor:  2   CoreFoundation                      0x00007fff9279a10c +[NSException raise:format:] + 204
LogPlayLevel:Display: UE4Editor:  3   Foundation                          0x00007fff8a4■■■17 -[NSConcreteTask launchWithDictionary:] + 450
LogPlayLevel:Display: UE4Editor:  4   UE4Editor-Core.dylib                0x0000000109f3bf1d _ZN19FMacPlatformProcess10CreateProcEPKwS1_bbbPjiS1_Pv + 5469
LogPlayLevel:Display: UE4Editor:  5   UE4Editor-TextureFormatPVR.dylib    0x000000011e599506 _ZN17FTextureFormatPVR28CompressImageUsingPVRTexToolEPv12EPixelFormatiibiR6TArrayIh17FDefaultAllocatorE + 2294
LogPlayLevel:Display: UE4Editor:  6   UE4Editor-TextureFormatPVR.dylib    0x000000011e598a5d _ZNK17FTextureFormatPVR13CompressImageERK6FImageRK21FTextureBuildSettingsbR18FCompressedImage2D + 2157
LogPlayLevel:Display: UE4Editor:  7   UE4Editor-TextureCompressor.dylib   0x0000000119069167 _ZN10FAsyncTaskI23FAsyncCompressionWorkerE14DoThreadedWorkEv + 39
LogPlayLevel:Display: UE4Editor:  8   UE4Editor-Core.dylib                0x0000000109f12858 _ZN13FQueuedThread3RunEv + 152
LogPlayLevel:Display: UE4Editor:  9   UE4Editor-Core.dylib                0x0000000109e5f7ff _ZN22FRunnableThreadPThread11_ThreadProcEPv + 159
LogPlayLevel:Display: UE4Editor:  10  libsystem_pthread.dylib             0x00007fff8b27a899 _pthread_body + 138
LogPlayLevel:Display: UE4Editor:  11  libsystem_pthread.dylib             0x00007fff8b27a72a _pthread_struct_init + 0
LogPlayLevel:Display: UE4Editor:  12  libsystem_pthread.dylib             0x00007fff8b27efc9 thread_start + 13
LogPlayLevel:Display: UE4Editor: )
LogPlayLevel:Display: UE4Editor: libc++abi.dylib: terminating with uncaught exception of type NSException
LogPlayLevel:Display: CommandUtils.Run: Run: Took 11.028832s to run UE4Editor
LogPlayLevel:Display: Project.Cook: Cook failed. Deleting cooked data.
LogPlayLevel:Display: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel:Display: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel:Display: **Program.Main: ERROR: Exception in AutomationTool: BUILD FAILED: Failed while running Cook** for /Users/alfredbaudisch/Documents/Unreal Projects/MyProject/MyProject.uproject; see log /Users/alfredbaudisch/Library/Logs/Unreal Engine/LocalBuildLogs/Cook.2.txt
LogPlayLevel:Display: Stacktrace:   at AutomationTool.CommandUtils.RunCommandlet (System.String ProjectName, System.String UE4Exe, System.String Commandlet, System.String Parameters) [0x00000] in <filename unknown>:0
LogPlayLevel:Display:   at AutomationTool.CommandUtils.CookCommandlet (System.String ProjectName, System.String UE4Exe, System.String] Maps, System.String] Dirs, System.String TargetPlatform, System.String Parameters) [0x00000] in <filename unknown>:0
LogPlayLevel:Display:   at Project.Cook (AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0
LogPlayLevel:Display: Program.Main: ERROR: BUILD FAILED: Failed while running Cook for /Users/alfredbaudisch/Documents/Unreal Projects/MyProject/MyProject.uproject; see log /Users/alfredbaudisch/Library/Logs/Unreal Engine/LocalBuildLogs/Cook.2.txt
LogPlayLevel:Display: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel:Display: cp: log*.txt: No such file or directory
LogPlayLevel:Display: RunUAT ERROR: AutomationTool was unable to run successfully.


Any ideas?

That looks like you might be missing the PVR texture compressor. That should be Engine/Binaries/ThirdPartyt/ImgTec/PVRTexToolCL. Verify you have that tool in that location.

I’m trying to build and deploy to iOS too. How do i switch to build for development? Thanks!

You’ll need to edit the Scheme for UE4Editor. Go to the Product menu, select the Scheme sub-menu and scroll all the way to bottom where you will find Edit Scheme (short cut is Cmd<). In the Info section you will see Build Configuration. Change that from Debug to Development. Then every time you build it will build the Development configuration.

That solved one of my problems of many. It was a clue. I have navigated on my mac to the location, the tool did exist, but there was no execute permission on it. So I have executed chmod 755 PVRTexToolCL and that solved days of pain. :slight_smile: Finally I have managed to run the C++ version of the third person shooter on my iphone 5s. Smoothly. :slight_smile:

Thank you :slight_smile: