You are attempting to compile on a machine that does not have a supported compiler!

Hello Guys, i have a really really big problem i made a prototype of my game , and i want to package it. But at packaging stage i encountered this error, BUT I HAVE VS2013 but i don’t have any c++ code on my project, only BP-s.

MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationTool: You are attempting to compile on a machine that does not have a supported compiler!
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: a következő helyen: AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Bo MainFrameActions: Packaging (Windows (64-bit)): olean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity, Dictionary2 PlatformEnvVars)
MainFrameActions: Packaging (Windows (64-bit)): a következő helyen: Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
MainFrameActions: Packaging (Windows (64-bit)): a következő helyen: BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)): a következő helyen: BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)): a következő helyen: AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
MainFrameActions: Packaging (Windows (64-bit)): a következő helyen: AutomationTool.Automation.Process(String] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)): a következő helyen: AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (64-bit)): a következő helyen: AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)): a következő helyen: AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: You are attempting to compile on a machine that does not have a supported compiler!
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=1
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files…
MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED

What could be the problem? guys please help me!
Thanks.

What version of the engine do you have, VS 2015 may be needed to compile.

i have 4.8.3 version , and ok i ty installing the 2015 version, thanks :slight_smile:

installed 2015, installed the c++ tools for it too, but still the same error. i tried writing C:\Windows\System32 into the PATH environment thing, that didn’t worked too, i still have this error but i really really need to fix it this is the only thing that stands in my way for making my dreams come true… please somebody help me!

Try making a brand new empty C++ project and compile and package it. It could be something specifically in your project.

You are a few versions behind the current release of UE. I’d update a copy of the project to 4.10 first to be honest.

Anyway, you’re going to experience a VS version change during this. In 4.9 you required VS 2013 and in 4.10 you require VS 2015.

Normally with VS you’d need to tell the project what version of the build tools it will use, but in this case the Unreal build tool will handle that for you. The number 1 thing to check when you migrate Unreal or VS versions is that the paths in your project config still exist. Make sure you haven’t gone from Program Files to Program Files (x86). Check that all the relative paths work. If something is wrong you can quickly fix this by editing the .vcxproj file for your project and for UE in the same directory by using search-and-replace in a text editor, but be careful.

Generally there’s tons of things that can go wrong with a version change but they’re all easily fixed. Pay close attention to the output - if it’s a path error, look for a path error.

Also, once you install VS 2015 go through the entire VS setup for UE guide again. Also look for verbosity of errors inside the VS options and bump it up a notch as this will help getting your project migrated. You might not get meaningful output regarding build environment failures until you do.

thanks for the answer i’m sure i am going to fix the problem now! :slight_smile: