Support for 4.20.3

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I just installed latest daily build and selected for Unreal. But the plugin is not installed. Do I have to wait for support or is there a way I can get it working now or do I need to wait for daily build with 4.20.3 support?

Thanks.
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Hi,

Tomorrow's daily build will support 4.20.3.
But if you can't wait until tomorrow, you can always build the plugin from source.
Edited by dpernuit - Oct. 3, 2018 12:56:44
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dpernuit
Hi,

Tomorrow's daily build will support 4.20.3.
But if you can't wait until tomorrow, you can always build the plugin from source.

Tomorrow is fine. Thanks for the quick response.
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dpernuit
Hi,

Tomorrow's daily build will support 4.20.3.
But if you can't wait until tomorrow, you can always build the plugin from source.

I do not see support mentioned in the daily change log. Do you know if this made it into yesterdays daily build?
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Hi,

My bad, I didnt commit the log change! 16.5.614 does have support for UE4.20.3.
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dpernuit
Hi,

My bad, I didnt commit the log change! 16.5.614 does have support for UE4.20.3.

Thanks!
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dpernuit
Hi,

My bad, I didnt commit the log change! 16.5.614 does have support for UE4.20.3.

ok I installed it. Did not install the plugin for 4.20.3.
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Aladin Sane
dpernuit
Hi,

My bad, I didnt commit the log change! 16.5.614 does have support for UE4.20.3.

Thanks!

Ok I got around it by copying the plugin to the Unreal Engine manually.
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dpernuit
Hi,

My bad, I didnt commit the log change! 16.5.614 does have support for UE4.20.3.
I have installed the 16.5.614, then got an error when launching a new project.
LogPlayLevel: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.016918
LogPlayLevel: Running: B:\Program Files\Epic Games\UE_4.20\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject28 Win64 Development -Project=“B:\Documents\Unreal Projects\MyProject28\MyProject28.uproject” “B:\Documents\Unreal Projects\MyProject28\MyProject28.uproject” -NoUBTMakefiles -remoteini=“B:\Documents\Unreal Projects\MyProject28” -skipdeploy -ini:Ga
me::BlueprintNativizationMethodisabled -noxge -generatemanifest -NoHotReload -log=“C:\Users\nani\AppData\Roaming\Unreal Engine\AutomationTool\Logs\B+Program+Files+Epic+Games+UE_4.20\UBT-MyProject28-Win64-Development.txt”
LogPlayLevel: Using Visual Studio 2017 14.13.26128 toolchain (c:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.13.26128) and Windows 10.0.16299.0 SDK (C:\Program Files (x86)\Windows Kits\10).
LogPlayLevel: Houdini Engine : Looking for Houdini Engine 16.5.614 in CProgram Files/Side Effects Software/Houdini Engine 16.5.614
LogPlayLevel: Houdini Engine : Looking for Houdini 16.5.614 in C:\Program Files\Side Effects Software\Houdini 16.5.614
LogPlayLevel: Houdini Engine: Found Houdini in CProgram Files/Side Effects Software/Houdini 16.5.614
LogPlayLevel: ERROR: System.NullReferenceException: Object reference not set to an instance of an object.
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With Engine 16.5.616 installed I'm getting the following error when trying to build my game:

Project.Build: ********** BUILD COMMAND STARTED **********
InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Side Effects Software\Houdini 16.5.616\bin\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists D:\Software\PlasticSCM5\server\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists D:\Software\PlasticSCM5\client\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Windows\system32\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Windows\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Windows\System32\Wbem\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Windows\System32\WindowsPowerShell\v1.0\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Git\cmd\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\dotnet\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\system32\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\System32\Wbem\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\System32\WindowsPowerShell\v1.0\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\System32\OpenSSH\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\WinMerge\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Microsoft VS Code\bin\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\GtkSharp\2.12\bin\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Users\Garrafote\AppData\Local\Microsoft\WindowsApps\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Microsoft VS Code\bin\xgConsole.exe=False
UE4Build.Build: XGE was requested, but is unavailable, so we won't use it.
UE4Build.Build: ************************* UE4Build:
UE4Build.Build: ************************* ForceMonolithic: False
UE4Build.Build: ************************* ForceNonUnity:False
UE4Build.Build: ************************* ForceDebugInfo: False
UE4Build.Build: ************************* UseXGE: False
UE4Build.Build: ************************* UseParallelExecutor: False
InternalUtils.SafeFileExists: SafeFileExists D:\Software\Epic Games\UE_4.20\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
InternalUtils.SafeDeleteFile: SafeDeleteFile D:\Workspace\Areia\Intermediate\Build\Manifest.xml
InternalUtils.SafeFileExists: SafeFileExists D:\Software\Epic Games\UE_4.20\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
CommandUtils.Run: Running: D:\Software\Epic Games\UE_4.20\Engine\Binaries\DotNET\UnrealBuildTool.exe Areia Win64 Shipping -Project=D:\Workspace\Areia\Areia.uproject  D:\Workspace\Areia\Areia.uproject -NoUBTMakefiles  -remoteini="D:\Workspace\Areia" -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReload -log="C:\Users\Garrafote\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Software+Epic+Games+UE_4.20\UBT-Areia-Win64-Shipping.txt"
ProcessResult.StdOut:   Using Visual Studio 2017 14.15.26726 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.15.26726) and Windows 10.0.17134.0 SDK (C:\Program Files (x86)\Windows Kits\10).
ProcessResult.StdOut:   Elias library added: D:\Workspace\Areia\Plugins\Elias_UE4\ThirdParty\elias\lib\windows\x86_64\elias.lib
ProcessResult.StdOut:   Houdini Engine : Looking for Houdini Engine 16.5.616 in CProgram Files/Side Effects Software/Houdini Engine 16.5.616
ProcessResult.StdOut:   Houdini Engine : Looking for Houdini 16.5.616 in C:\Program Files\Side Effects Software\Houdini 16.5.616
ProcessResult.StdOut:   Houdini Engine: Found Houdini in CProgram Files/Side Effects Software/Houdini 16.5.616
ProcessResult.StdOut:   ERROR: System.NullReferenceException: Object reference not set to an instance of an object.
ProcessResult.StdOut:             at UnrealBuildTool.UEBuildBinary.<>c.<SetupBinaryLinkEnvironment>b__35_0(FileItem Item) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 623
ProcessResult.StdOut:             at System.Linq.Enumerable.WhereSelectListIterator`2.MoveNext()
ProcessResult.StdOut:             at System.Linq.Enumerable.Any[TSource](IEnumerable`1 source, Func`2 predicate)
ProcessResult.StdOut:             at UnrealBuildTool.UEBuildBinary.SetupBinaryLinkEnvironment(ReadOnlyTargetRules Target, UEToolChain ToolChain, LinkEnvironment LinkEnvironment, CppCompileEnvironment CompileEnvironment, List`1 SharedPCHs, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 623
ProcessResult.StdOut:             at UnrealBuildTool.UEBuildBinary.Build(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment, List`1 SharedPCHs, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 196
ProcessResult.StdOut:             at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, CPPHeaders Headers, List`1 OutputItems, List`1 UObjectModules, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph, EHotReload HotReload, Boolean bIsAssemblingBuild) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 2357
ProcessResult.StdOut:             at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String[] Arguments, FileReference ProjectFile, Boolean bCatchExceptions) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 1480
ProcessResult.StdOut:          (see C:\Users\Garrafote\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Software+Epic+Games+UE_4.20\UBT-Areia-Win64-Shipping.txt for full exception trace)
CommandUtils.Run: Took 3.9041983s to run UnrealBuildTool.exe, ExitCode=5
<>c.<PrintExceptionInfo>b__4_1: ==============================================================================
<>c.<PrintExceptionInfo>b__4_0: ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\Garrafote\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Software+Epic+Games+UE_4.20\UBT-Areia-Win64-Shipping.txt)
<>c.<PrintExceptionInfo>b__4_0:        (see C:\Users\Garrafote\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Software+Epic+Games+UE_4.20\Log.txt for full exception trace)
<>c.<PrintExceptionInfo>b__4_1: 
<>c.<PrintExceptionInfo>b__4_1: AutomationException: UnrealBuildTool failed. See log for more details. (C:\Users\Garrafote\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Software+Epic+Games+UE_4.20\UBT-Areia-Win64-Shipping.txt)
<>c.<PrintExceptionInfo>b__4_1:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, Dictionary`2 EnvVars) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\UBTUtils.cs:line 77
<>c.<PrintExceptionInfo>b__4_1:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, Dictionary`2 EnvVars) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\UBTUtils.cs:line 114
<>c.<PrintExceptionInfo>b__4_1:    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) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 345
<>c.<PrintExceptionInfo>b__4_1:    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, Dictionary`2 InTargetToManifest) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 1454
<>c.<PrintExceptionInfo>b__4_1:    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:line 200
<>c.<PrintExceptionInfo>b__4_1:    at BuildCookRun.DoBuildCookRun(ProjectParams Params) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 208
<>c.<PrintExceptionInfo>b__4_1:    at BuildCookRun.ExecuteBuild() in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 41
<>c.<PrintExceptionInfo>b__4_1:    at AutomationTool.BuildCommand.Execute() in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 112
<>c.<PrintExceptionInfo>b__4_1:    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 562
<>c.<PrintExceptionInfo>b__4_1:    at AutomationTool.Automation.Process(String[] Arguments, StartupTraceListener StartupListener) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 532
<>c.<PrintExceptionInfo>b__4_1:    at AutomationTool.Program.MainProc(String[] Arguments, StartupTraceListener StartupListener) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 174
<>c.<PrintExceptionInfo>b__4_1:    at AutomationTool.Program.<>c__DisplayClass1_0.<Main>b__0() in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 100
<>c.<PrintExceptionInfo>b__4_1:    at AutomationTool.InternalUtils.RunSingleInstance(Func`1 Main) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 725
<>c.<PrintExceptionInfo>b__4_1:    at AutomationTool.Program.Main() in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 100
<>c.<PrintExceptionInfo>b__4_1: ==============================================================================
Program.Main: AutomationTool exiting with ExitCode=5 (5)
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garrafote
With Engine 16.5.616 installed I'm getting the following error when trying to build my game:

Project.Build: ********** BUILD COMMAND STARTED **********
InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Side Effects Software\Houdini 16.5.616\bin\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists D:\Software\PlasticSCM5\server\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists D:\Software\PlasticSCM5\client\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Windows\system32\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Windows\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Windows\System32\Wbem\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Windows\System32\WindowsPowerShell\v1.0\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Git\cmd\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\dotnet\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\system32\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\System32\Wbem\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\System32\WindowsPowerShell\v1.0\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\System32\OpenSSH\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\WinMerge\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Microsoft VS Code\bin\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\GtkSharp\2.12\bin\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Users\Garrafote\AppData\Local\Microsoft\WindowsApps\xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists xgConsole.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Microsoft VS Code\bin\xgConsole.exe=False
UE4Build.Build: XGE was requested, but is unavailable, so we won't use it.
UE4Build.Build: ************************* UE4Build:
UE4Build.Build: ************************* ForceMonolithic: False
UE4Build.Build: ************************* ForceNonUnity:False
UE4Build.Build: ************************* ForceDebugInfo: False
UE4Build.Build: ************************* UseXGE: False
UE4Build.Build: ************************* UseParallelExecutor: False
InternalUtils.SafeFileExists: SafeFileExists D:\Software\Epic Games\UE_4.20\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
InternalUtils.SafeDeleteFile: SafeDeleteFile D:\Workspace\Areia\Intermediate\Build\Manifest.xml
InternalUtils.SafeFileExists: SafeFileExists D:\Software\Epic Games\UE_4.20\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
CommandUtils.Run: Running: D:\Software\Epic Games\UE_4.20\Engine\Binaries\DotNET\UnrealBuildTool.exe Areia Win64 Shipping -Project=D:\Workspace\Areia\Areia.uproject  D:\Workspace\Areia\Areia.uproject -NoUBTMakefiles  -remoteini="D:\Workspace\Areia" -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReload -log="C:\Users\Garrafote\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Software+Epic+Games+UE_4.20\UBT-Areia-Win64-Shipping.txt"
ProcessResult.StdOut:   Using Visual Studio 2017 14.15.26726 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.15.26726) and Windows 10.0.17134.0 SDK (C:\Program Files (x86)\Windows Kits\10).
ProcessResult.StdOut:   Elias library added: D:\Workspace\Areia\Plugins\Elias_UE4\ThirdParty\elias\lib\windows\x86_64\elias.lib
ProcessResult.StdOut:   Houdini Engine : Looking for Houdini Engine 16.5.616 in CProgram Files/Side Effects Software/Houdini Engine 16.5.616
ProcessResult.StdOut:   Houdini Engine : Looking for Houdini 16.5.616 in C:\Program Files\Side Effects Software\Houdini 16.5.616
ProcessResult.StdOut:   Houdini Engine: Found Houdini in CProgram Files/Side Effects Software/Houdini 16.5.616
ProcessResult.StdOut:   ERROR: System.NullReferenceException: Object reference not set to an instance of an object.
ProcessResult.StdOut:             at UnrealBuildTool.UEBuildBinary.<>c.<SetupBinaryLinkEnvironment>b__35_0(FileItem Item) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 623
ProcessResult.StdOut:             at System.Linq.Enumerable.WhereSelectListIterator`2.MoveNext()
ProcessResult.StdOut:             at System.Linq.Enumerable.Any[TSource](IEnumerable`1 source, Func`2 predicate)
ProcessResult.StdOut:             at UnrealBuildTool.UEBuildBinary.SetupBinaryLinkEnvironment(ReadOnlyTargetRules Target, UEToolChain ToolChain, LinkEnvironment LinkEnvironment, CppCompileEnvironment CompileEnvironment, List`1 SharedPCHs, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 623
ProcessResult.StdOut:             at UnrealBuildTool.UEBuildBinary.Build(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment, List`1 SharedPCHs, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 196
ProcessResult.StdOut:             at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, CPPHeaders Headers, List`1 OutputItems, List`1 UObjectModules, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph, EHotReload HotReload, Boolean bIsAssemblingBuild) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 2357
ProcessResult.StdOut:             at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String[] Arguments, FileReference ProjectFile, Boolean bCatchExceptions) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 1480
ProcessResult.StdOut:          (see C:\Users\Garrafote\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Software+Epic+Games+UE_4.20\UBT-Areia-Win64-Shipping.txt for full exception trace)
CommandUtils.Run: Took 3.9041983s to run UnrealBuildTool.exe, ExitCode=5
<>c.<PrintExceptionInfo>b__4_1: ==============================================================================
<>c.<PrintExceptionInfo>b__4_0: ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\Garrafote\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Software+Epic+Games+UE_4.20\UBT-Areia-Win64-Shipping.txt)
<>c.<PrintExceptionInfo>b__4_0:        (see C:\Users\Garrafote\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Software+Epic+Games+UE_4.20\Log.txt for full exception trace)
<>c.<PrintExceptionInfo>b__4_1: 
<>c.<PrintExceptionInfo>b__4_1: AutomationException: UnrealBuildTool failed. See log for more details. (C:\Users\Garrafote\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Software+Epic+Games+UE_4.20\UBT-Areia-Win64-Shipping.txt)
<>c.<PrintExceptionInfo>b__4_1:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, Dictionary`2 EnvVars) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\UBTUtils.cs:line 77
<>c.<PrintExceptionInfo>b__4_1:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, Dictionary`2 EnvVars) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\UBTUtils.cs:line 114
<>c.<PrintExceptionInfo>b__4_1:    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) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 345
<>c.<PrintExceptionInfo>b__4_1:    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, Dictionary`2 InTargetToManifest) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 1454
<>c.<PrintExceptionInfo>b__4_1:    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:line 200
<>c.<PrintExceptionInfo>b__4_1:    at BuildCookRun.DoBuildCookRun(ProjectParams Params) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 208
<>c.<PrintExceptionInfo>b__4_1:    at BuildCookRun.ExecuteBuild() in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 41
<>c.<PrintExceptionInfo>b__4_1:    at AutomationTool.BuildCommand.Execute() in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 112
<>c.<PrintExceptionInfo>b__4_1:    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 562
<>c.<PrintExceptionInfo>b__4_1:    at AutomationTool.Automation.Process(String[] Arguments, StartupTraceListener StartupListener) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 532
<>c.<PrintExceptionInfo>b__4_1:    at AutomationTool.Program.MainProc(String[] Arguments, StartupTraceListener StartupListener) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 174
<>c.<PrintExceptionInfo>b__4_1:    at AutomationTool.Program.<>c__DisplayClass1_0.<Main>b__0() in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 100
<>c.<PrintExceptionInfo>b__4_1:    at AutomationTool.InternalUtils.RunSingleInstance(Func`1 Main) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 725
<>c.<PrintExceptionInfo>b__4_1:    at AutomationTool.Program.Main() in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 100
<>c.<PrintExceptionInfo>b__4_1: ==============================================================================
Program.Main: AutomationTool exiting with ExitCode=5 (5)


We want to upgrade our project to UE4.20 and the only thing blocking us from upgrading is this error. The project compiles fine but I get the error whenever I try building the game from the Project Launcher. Tried to build on Shipping and Development configs both with no success.

I created an empty project with the latest Houdini plugin and the same error persisted.

I'm on Windows 10, UE4.20.3 and Houdini 16.5.616.

Is there anything I can do to work around this problem?

Thanks
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@wavebit @garrafote

Are you guys building using the unreal source / Houdini Plugin source?
or are you using an installed Unreal / installed Houdini Plugin ?

Epic made major changes in the way plugins are built in 4.20, so your issues are likely to be related to that UBT change.
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dpernuit
@wavebit @garrafote
Are you guys building using the unreal source / Houdini Plugin source?
or are you using an installed Unreal / installed Houdini Plugin ?

I'm using the installed Houdini from the Daily Build download page and Unreal from the Epic Launcher.

Should I be compiling from source? I would much rather keep my current workflow using the provided binaries though.
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Hi,

Did some testing on my side, didn't get any issue when building from source, but when using the epic launcher UE4 with the installed HE plugin, I ran into the same error you did. Unfortunately, inspecting the logs didn't gave me any meaningful information as to what was causing that error.

After some investigations, I found that this is indeed related to the Build/Packaging Epic made in 4.20, and found a solution/workaround to it:

- By default, we always install the plugin into the Engine's plugin folder.
(ie “UE4.20/Engine/Plugins/Runtime/Houdini Engine” )

- UE somehow doesn't try to recompile the plugin when packaging an engine plugin, but will do it for a project plugin.
Workaround would be to remove the HE plugin from the Engine's Plugin folder, and move it to your project's Plugin folder.
(ie “MyAwesome420Project/Plugins/Runtime/Houdini Engine” )
You may have to create the Plugins and Runtime folder, and also have to make sure that the plugin is not both in the engine and in your project.

With the plugin in the project folder, I was able to package the game using the installed unreal / installed plugin.

I'll talk to Epic and see if we can find a better solution to that, as the HE plugin should package correctly as an engine plugin when not building from source.

Please let me know if that solved your issue.
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Sure, I'll try that!

I actually think moving the plugin to my project folder would work better for me.


I'll get back to you later.


Thank you a lot!
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dpernuit
Hi,

Did some testing on my side, didn't get any issue when building from source, but when using the epic launcher UE4 with the installed HE plugin, I ran into the same error you did. Unfortunately, inspecting the logs didn't gave me any meaningful information as to what was causing that error.

After some investigations, I found that this is indeed related to the Build/Packaging Epic made in 4.20, and found a solution/workaround to it:

- By default, we always install the plugin into the Engine's plugin folder.
(ie “UE4.20/Engine/Plugins/Runtime/Houdini Engine” )

- UE somehow doesn't try to recompile the plugin when packaging an engine plugin, but will do it for a project plugin.
Workaround would be to remove the HE plugin from the Engine's Plugin folder, and move it to your project's Plugin folder.
(ie “MyAwesome420Project/Plugins/Runtime/Houdini Engine” )
You may have to create the Plugins and Runtime folder, and also have to make sure that the plugin is not both in the engine and in your project.

With the plugin in the project folder, I was able to package the game using the installed unreal / installed plugin.

I'll talk to Epic and see if we can find a better solution to that, as the HE plugin should package correctly as an engine plugin when not building from source.

Please let me know if that solved your issue.
I'm using an installed Unreal / installed Houdini Plugin.
Now moving the plugin to the project folder can work, thanks!
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5 posts
Joined: Aug. 2018
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dpernuit
Hi,

Did some testing on my side, didn't get any issue when building from source, but when using the epic launcher UE4 with the installed HE plugin, I ran into the same error you did. Unfortunately, inspecting the logs didn't gave me any meaningful information as to what was causing that error.

After some investigations, I found that this is indeed related to the Build/Packaging Epic made in 4.20, and found a solution/workaround to it:

- By default, we always install the plugin into the Engine's plugin folder.
(ie “UE4.20/Engine/Plugins/Runtime/Houdini Engine” )

- UE somehow doesn't try to recompile the plugin when packaging an engine plugin, but will do it for a project plugin.
Workaround would be to remove the HE plugin from the Engine's Plugin folder, and move it to your project's Plugin folder.
(ie “MyAwesome420Project/Plugins/Runtime/Houdini Engine” )
You may have to create the Plugins and Runtime folder, and also have to make sure that the plugin is not both in the engine and in your project.

With the plugin in the project folder, I was able to package the game using the installed unreal / installed plugin.

I'll talk to Epic and see if we can find a better solution to that, as the HE plugin should package correctly as an engine plugin when not building from source.

Please let me know if that solved your issue.

Moving the plugin contents to the project folder worked for me as well.

Thank you.
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Hi
i have crashes too.
Using Houdini 17.0.370, Unreal Engine 4.20.3 and the plugin 17.0.370 in Project Folder.
The game compiles, but when I start the compiled game it crashes saying:
Assertion failed: RecursionNotAllowed.Increment() == 1 [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 4323] 

0x00007ffc649fa388 KERNELBASE.dll!UnknownFunction []
0x00007ff7eb930a3c test19_165.exe!FWindowsErrorOutputDevice::Serialize() []
0x00007ff7eb6967ab test19_165.exe!FOutputDevice::LogfImpl() []
0x00007ff7eb629a08 test19_165.exe!FDebug::AssertFailed() []
0x00007ff7eb9a83fd test19_165.exe!FAsyncLoadingThread::ProcessAsyncLoading() []
0x00007ff7eb9cd3dd test19_165.exe!FAsyncLoadingThread::TickAsyncThread() []
0x00007ff7eb9cc198 test19_165.exe!FAsyncLoadingThread::TickAsyncLoading() []
0x00007ff7eb98bad5 test19_165.exe!FlushAsyncLoading() []
0x00007ff7ebc442c5 test19_165.exe!LoadPackageInternal() []
0x00007ff7ebc43da4 test19_165.exe!LoadPackage() []
0x00007ff7eaef8c22 test19_165.exe!UHoudiniAssetComponent::Serialize() [e:\work\if5_referenzgrundriss\unreal\test19_165 4.20\plugins\runtime\houdiniengine\source\houdiniengineruntime\private\houdiniassetcomponent.cpp:3377]
0x00007ff7eb97dd0f test19_165.exe!FAsyncPackage::EventDrivenSerializeExport() []
0x00007ff7eb9aa585 test19_165.exe!FAsyncPackage::ProcessImportsAndExports_Event() []
0x00007ff7eb97fc94 test19_165.exe!FAsyncPackage::Event_ProcessImportsAndExports() []
0x00007ff7eb956fb9 test19_165.exe!FPathPair::operator==() []
0x00007ff7eb9a210e test19_165.exe!FAsyncLoadEventQueue::PopAndExecute() []
0x00007ff7eb9a86de test19_165.exe!FAsyncLoadingThread::ProcessAsyncLoading() []
0x00007ff7eb9cd3dd test19_165.exe!FAsyncLoadingThread::TickAsyncThread() []
0x00007ff7eb9cc198 test19_165.exe!FAsyncLoadingThread::TickAsyncLoading() []
0x00007ff7eb98bad5 test19_165.exe!FlushAsyncLoading() []
0x00007ff7ebc442c5 test19_165.exe!LoadPackageInternal() []
0x00007ff7ebc43da4 test19_165.exe!LoadPackage() []
0x00007ff7ee1cdc7e test19_165.exe!UEngine::LoadMap() []
0x00007ff7ee16bd2e test19_165.exe!UEngine::Browse() []
0x00007ff7ed9384da test19_165.exe!UGameInstance::StartGameInstance() []
0x00007ff7eaea3d07 test19_165.exe!FEngineLoop::Init() []
0x00007ff7eaeb6342 test19_165.exe!GuardedMain() []
0x00007ff7eaeb64aa test19_165.exe!GuardedMainWrapper() []
0x00007ff7eaec3fe6 test19_165.exe!WinMain() []
0x00007ff7ef10528e test19_165.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
0x00007ffc67b93034 KERNEL32.DLL!UnknownFunction []
0x00007ffc67ce1461 ntdll.dll!UnknownFunction []

i made a test with the standard first person template, and as soon as i import a hda from 17.0.370 the compiled game crashes at start. I made several tests (different scenes) with Unreal 4.19.2 and 4.20.3 and Houdini 17.0.370 and Houdini 16.5.629 in various combinations, Houdini Engine install either in Unreal Engine or in project folder. It seems to be the case that whenever 17.0.370 is involved i get these crashes. I also compiled Unreal 4.20.3 and Houdini Engine from source, but that arose more issues than before.(think i did not do it right ). After doing some projects in Unity, this is my firt project in Unreal. I need some help.
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