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[BUG] Failed to package the plugin by UE4.19 preview

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    [PACKAGE & DEPLOY] [BUG] Failed to package the plugin by UE4.19 preview

    Hi Epic,

    I get some errors when running the below command for UE4.19, but other engine versions are all right. Who also catch this?
    In below log, I can see that it want to copy an executable file (UE4Game), but it doesn't need this when building the plugin.

    Command Lines:
    ```
    "$UE_4_19_ROOT/Engine/Build/BatchFiles/RunUAT.command" BuildPlugin -Rocket -Plugin="$CI_PROJECT_DIR/Plugins/glTFForUE4/glTFForUE4.uplugin" -Package="$CI_PROJECT_DIR/glTFForUE4" -compile -TargetPlatforms=Mac+IOS+TVOS
    ```

    Error Log:
    ````
    Running UnrealHeaderTool "/Users/gitlab-runner/builds/xxx/0/c4g/gltf/UE4PluginBuilder/glTFForUE4/HostProject/HostProject.uproject" "/Users/gitlab-runner/builds/xxx/0/c4g/gltf/UE4PluginBuilder/glTFForUE4/HostProject/Intermediate/Build/IOS/UE4Game/Development/UE4Game.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
    Reflection code generated for UE4Game in 6.8059931 seconds
    Performing 4 actions (4 in parallel)
    [3/4] Compile UELinkerFixups.cpp
    [1/4] Compile Module.glTFForUE4.cpp
    [2/4] Compile Module.glTFForUE4.gen.cpp
    [4/4] sh /Users/gitlab-runner/builds/xxx/0/c4g/gltf/UE4PluginBuilder/glTFForUE4/HostProject/Plugins/glTFForUE4/Binaries/IOS/UE4-glTFForUE4.a
    UPL Init: None
    ERROR: System.IO.FileNotFoundException: /Users/gitlab-runner/builds/xxx/0/c4g/gltf/UE4PluginBuilder/glTFForUE4/HostProject/Binaries/IOS/UE4Game does not exist
    File name: '/Users/gitlab-runner/builds/xxx/0/c4g/gltf/UE4PluginBuilder/glTFForUE4/HostProject/Binaries/IOS/UE4Game'
    at System.IO.File.Copy (System.String sourceFileName, System.String destFileName, System.Boolean overwrite) [0x000b6] in <4fdc5ed61a074cafb49fa42deb20d521>:0
    at UnrealBuildTool.IOSToolChain.PostBuildSync (UnrealBuildTool.UEBuildTarget Target) [0x001ae] in <5acadc540e19456f9186cd813700394b>:0
    at UnrealBuildTool.IOSPlatform.PostBuildSync (UnrealBuildTool.UEBuildTarget Target) [0x00001] in <5acadc540e19456f9186cd813700394b>:0
    at UnrealBuildTool.UnrealBuildTool.RunUBT (UnrealBuildTool.BuildConfiguration BuildConfiguration, System.String[] Arguments, Tools.DotNETCommon.FileReference ProjectFile, System.Boolean bCatchExceptions) [0x01216] in <5acadc540e19456f9186cd813700394b>:0
    Total build time: 37.58 seconds (Local executor: 19.87 seconds)
    Took 37.905048s to run mono, ExitCode=5
    ERROR: Command failed (Result:5): /Users/Shared/Epic Games/UE_4.19/Engine/Binaries/DotNET/UnrealBuildTool.exe UE4Game IOS Development -project="/Users/gitlab-runner/builds/xxx/0/c4g/gltf/UE4PluginBuilder/glTFForUE4/HostProject/HostProject.uproject" -iwyu -module glTFForUE4 -receipt /Users/gitlab-runner/builds/xxx/0/c4g/gltf/UE4PluginBuilder/glTFForUE4/HostProject/Plugins/glTFForUE4/Binaries/IOS/UE4Game.target -nocreatestub -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018.01.30-08.38.27.txt'
    (see /Users/xxx/Library/Logs/Unreal Engine/LocalBuildLogs/UAT_Log.txt for full exception trace)
    AutomationTool exiting with ExitCode=5 (5)
    RunUAT ERROR: AutomationTool was unable to run successfully.
    ````

    #2
    Hey, it's better to post your problem in 4.19 preview thread since Epic check such threads for version issues.
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