"ReadKey" error when trying to run project on steam deck

efeeeeeeeee
Wed, 29 May 2024 18:49:18 +0000
Platform & Builds

Hey there! I’m trying to run my project natively on steam deck, but after using the launch option, I see the following error:

LogPlayLevel: UAT: Password: System.InvalidOperationException: Cannot read keys when either application does not have a console or when console input has been redirected. Try Console.Read.

Additional info:

I have installed the required SDK for linux: v22_clang-16.0.6-centos7

The project is in c++, and I use Jetbrains Rider to compile and run the editor

If I package the project for windows, I can send it to the Deck and it works fine using proton, but I want a faster way to debug, that’s why I want to fix the native launch option

Also tried running the project from vistual studio 2022, and using the “external console” option in Rider

Here is the full output log:

LogUObjectHash: Compacting FUObjectHashTables data took   0.72ms
LogPlayLevel: Launcher Device ID: Linux@192.168.0.85
LogPlayLevel: PlayLevel: No blueprints needed recompiling
LogLauncherProfile: Unable to use promoted target - E:/Localhost/KillingFloorX/Binaries/Linux/KillingFloorX.target does not exist.
LogPlayLevel: UAT: Running AutomationTool...
LogPlayLevel: UAT: Using bundled DotNet SDK version: 6.0.302
LogPlayLevel: UAT: Starting AutomationTool...
LogPlayLevel: UAT: Parsing command line: -ScriptsForProject=E:/Localhost/KillingFloorX/KillingFloorX.uproject BuildCookRun -project=E:/Localhost/KillingFloorX/KillingFloorX.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -unrealexe=F:\Games\UE_5.4\Engine\Binaries\Win64\UnrealEditor-Cmd.exe -utf8output -platform=Linux -target=KillingFloorX -build -cook -map=/Game/Maps/MainLevel+/Game/Maps/MainLevel -CookCultures=en -unversionedcookedcontent -stage -deploy -cmdline="/Game/Maps/MainLevel -Messaging" -deviceuser=deck -device=Linux@192.168.0
.85 -addcmdline="-SessionId=196E91AA4BC2C07C913F7FAC33519ADD -SessionOwner='fprod' -SessionName='Launch On Device'  " -run
LogPlayLevel: UAT: Initializing script modules...
LogPlayLevel: UAT: Total script module initialization time: 0.15 s.
LogPlayLevel: UAT: Using C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Current\Bin\MSBuild.exe
LogPlayLevel: UAT: Executing commands...
LogPlayLevel: UAT: Setting up ProjectParams for E:\Localhost\KillingFloorX\KillingFloorX.uproject
LogPlayLevel: UAT: Password: System.InvalidOperationException: Cannot read keys when either application does not have a console or when console input has been redirected. Try Console.Read.
LogPlayLevel: UAT:    at System.ConsolePal.ReadKey(Boolean intercept)
LogPlayLevel: UAT:    at BaseLinuxPlatform.PlatformSetupParams(ProjectParams& ProjParams) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Linux\LinuxPlatform.Automation.cs:line 357
LogPlayLevel: UAT:    at BuildCookRun.SetupParams() in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 105
LogPlayLevel: UAT:    at BuildCookRun.ExecuteBuild() in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 41
LogPlayLevel: UAT:    at AutomationTool.BuildCommand.Execute() in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 345
LogPlayLevel: UAT:    at AutomationTool.BuildCommand.ExecuteAsync() in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 354
LogPlayLevel: UAT:    at AutomationTool.Automation.ExecuteAsync(List`1 CommandsToExecute, Dictionary`2 Commands) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 270
LogPlayLevel: UAT:    at AutomationTool.Automation.ProcessAsync(ParsedCommandLine AutomationToolCommandLine, StartupTraceListener StartupListener, HashSet`1 ScriptModuleAssemblies) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 164
LogPlayLevel: UAT: (see C:\Users\fprod\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Games+UE_5.4\Log.txt for full exception trace)
LogPlayLevel: UAT: AutomationTool executed for 0h 0m 2s
LogPlayLevel: UAT: AutomationTool exiting with ExitCode=1 (Error_Unknown)
LogPlayLevel: Completed Launch On Stage: Launch Task, Time: 2.510463
LogPlayLevel: UAT: BUILD FAILED
PackagingResults: Error: Launch failed! Unknown Error

Let me know if you have any ideas, or if you need some more context

4 posts - 2 participants