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Trying to re-compile for UE source-code version, 5.2.1 but getting this issue, I only want to compile for win64, but it is getting failed due to android SDK which I don't even need
#94
D:\UnreaSourceCode5.2.1\Engine\Build\BatchFiles>RunUAT.bat BuildPlugin -plugin="D:\AsyncLoadingScreen\AsyncLoadingScreen.uplugin" -package="D:\AsyncLoadingScreen\UE521"
Running AutomationTool...
Using bundled DotNet SDK version: 6.0.302
Starting AutomationTool...
Parsing command line: BuildPlugin -plugin=D:\AsyncLoadingScreen\AsyncLoadingScreen.uplugin -package=D:\AsyncLoadingScreen\UE521
Initializing script modules...
Total script module initialization time: 0.53 s.
Executing commands...
Copying 170 file(s) using max 64 thread(s)
Reading plugin from D:\AsyncLoadingScreen\UE521\HostProject\Plugins\AsyncLoadingScreen\AsyncLoadingScreen.uplugin...
Building plugin for host platforms: Win64
Running: D:\UnreaSourceCode5.2.1\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe "D:\UnreaSourceCode5.2.1\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" UnrealEditor Win64 Development -Project=D:\AsyncLoadingScreen\UE521\HostProject\HostProject.uproject -plugin=D:\AsyncLoadingScreen\UE521\HostProject\Plugins\AsyncLoadingScreen\AsyncLoadingScreen.uplugin -noubtmakefiles -manifest=D:\AsyncLoadingScreen\UE521\HostProject\Saved\Manifest-UnrealEditor-Win64-Development.xml -nohotreload -log="D:\UnreaSourceCode5.2.1\Engine\Programs\AutomationTool\Saved\Logs\UBT-UnrealEditor-Win64-Development.txt"
Log file: D:\UnreaSourceCode5.2.1\Engine\Programs\AutomationTool\Saved\Logs\UBT-UnrealEditor-Win64-Development.txt
Using 'git status' to determine working set for adaptive non-unity build (D:\UnreaSourceCode5.2.1).
Parsing headers for UnrealEditor
Running Internal UnrealHeaderTool D:\AsyncLoadingScreen\UE521\HostProject\HostProject.uproject D:\AsyncLoadingScreen\UE521\HostProject\Intermediate\Build\Win64\UnrealEditor\Development\UnrealEditor.uhtmanifest -WarningsAsErrors
Total of 6 written
Reflection code generated for UnrealEditor in 12.6795084 seconds
Writing manifest to D:\AsyncLoadingScreen\UE521\HostProject\Saved\Manifest-UnrealEditor-Win64-Development.xml
Building UnrealEditor...
Using Visual Studio 2022 14.34.31947 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.34.31933) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Determining max actions to execute in parallel (8 physical cores, 16 logical cores)
Executing up to 8 processes, one per physical core
Building 4 actions with 4 processes...
[1/4] Compile [x64] Module.AsyncLoadingScreen.cpp
[2/4] Link [x64] UnrealEditor-AsyncLoadingScreen.lib
Creating library D:\AsyncLoadingScreen\UE521\HostProject\Plugins\AsyncLoadingScreen\Intermediate\Build\Win64\x64\UnrealEditor\Development\AsyncLoadingScreen\UnrealEditor-AsyncLoadingScreen.lib and object D:\AsyncLoadingScreen\UE521\HostProject\Plugins\AsyncLoadingScreen\Intermediate\Build\Win64\x64\UnrealEditor\Development\AsyncLoadingScreen\UnrealEditor-AsyncLoadingScreen.exp
[3/4] Link [x64] UnrealEditor-AsyncLoadingScreen.dll
Creating library D:\AsyncLoadingScreen\UE521\HostProject\Plugins\AsyncLoadingScreen\Intermediate\Build\Win64\x64\UnrealEditor\Development\AsyncLoadingScreen\UnrealEditor-AsyncLoadingScreen.suppressed.lib and object D:\AsyncLoadingScreen\UE521\HostProject\Plugins\AsyncLoadingScreen\Intermediate\Build\Win64\x64\UnrealEditor\Development\AsyncLoadingScreen\UnrealEditor-AsyncLoadingScreen.suppressed.exp
[4/4] WriteMetadata UnrealEditor.target
Total time in Parallel executor: 4.09 seconds
Total execution time: 64.24 seconds
Took 64.7949502s to run dotnet.exe, ExitCode=0
Building plugin for target platforms: Android, IOS, Linux, LinuxArm64, TVOS, Win64, HoloLens
Running: D:\UnreaSourceCode5.2.1\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe "D:\UnreaSourceCode5.2.1\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" UnrealGame Android Development -Project=D:\AsyncLoadingScreen\UE521\HostProject\HostProject.uproject -plugin=D:\AsyncLoadingScreen\UE521\HostProject\Plugins\AsyncLoadingScreen\AsyncLoadingScreen.uplugin -noubtmakefiles -manifest=D:\AsyncLoadingScreen\UE521\HostProject\Saved\Manifest-UnrealGame-Android-Development.xml -nohotreload -architectures=arm64 -log="D:\UnreaSourceCode5.2.1\Engine\Programs\AutomationTool\Saved\Logs\UBT-UnrealGame-Android-Development.txt"
Log file: D:\UnreaSourceCode5.2.1\Engine\Programs\AutomationTool\Saved\Logs\UBT-UnrealGame-Android-Development.txt
Using 'git status' to determine working set for adaptive non-unity build (D:\UnreaSourceCode5.2.1).
Platform Android is not a valid platform to build. Check that the SDK is installed properly.
Took 2.0229118s to run dotnet.exe, ExitCode=6
UnrealBuildTool failed. See log for more details. (D:\UnreaSourceCode5.2.1\Engine\Programs\AutomationTool\Saved\Logs\UBT-UnrealGame-Android-Development.txt)
AutomationTool executed for 0h 1m 10s
AutomationTool exiting with ExitCode=6 (6)
BUILD FAILED
The text was updated successfully, but these errors were encountered:
D:\UnreaSourceCode5.2.1\Engine\Build\BatchFiles>RunUAT.bat BuildPlugin -plugin="D:\AsyncLoadingScreen\AsyncLoadingScreen.uplugin" -package="D:\AsyncLoadingScreen\UE521"
Running AutomationTool...
Using bundled DotNet SDK version: 6.0.302
Starting AutomationTool...
Parsing command line: BuildPlugin -plugin=D:\AsyncLoadingScreen\AsyncLoadingScreen.uplugin -package=D:\AsyncLoadingScreen\UE521
Initializing script modules...
Total script module initialization time: 0.53 s.
Executing commands...
Copying 170 file(s) using max 64 thread(s)
Reading plugin from D:\AsyncLoadingScreen\UE521\HostProject\Plugins\AsyncLoadingScreen\AsyncLoadingScreen.uplugin...
Building plugin for host platforms: Win64
Running: D:\UnreaSourceCode5.2.1\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe "D:\UnreaSourceCode5.2.1\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" UnrealEditor Win64 Development -Project=D:\AsyncLoadingScreen\UE521\HostProject\HostProject.uproject -plugin=D:\AsyncLoadingScreen\UE521\HostProject\Plugins\AsyncLoadingScreen\AsyncLoadingScreen.uplugin -noubtmakefiles -manifest=D:\AsyncLoadingScreen\UE521\HostProject\Saved\Manifest-UnrealEditor-Win64-Development.xml -nohotreload -log="D:\UnreaSourceCode5.2.1\Engine\Programs\AutomationTool\Saved\Logs\UBT-UnrealEditor-Win64-Development.txt"
Log file: D:\UnreaSourceCode5.2.1\Engine\Programs\AutomationTool\Saved\Logs\UBT-UnrealEditor-Win64-Development.txt
Using 'git status' to determine working set for adaptive non-unity build (D:\UnreaSourceCode5.2.1).
Parsing headers for UnrealEditor
Running Internal UnrealHeaderTool D:\AsyncLoadingScreen\UE521\HostProject\HostProject.uproject D:\AsyncLoadingScreen\UE521\HostProject\Intermediate\Build\Win64\UnrealEditor\Development\UnrealEditor.uhtmanifest -WarningsAsErrors
Total of 6 written
Reflection code generated for UnrealEditor in 12.6795084 seconds
Writing manifest to D:\AsyncLoadingScreen\UE521\HostProject\Saved\Manifest-UnrealEditor-Win64-Development.xml
Building UnrealEditor...
Using Visual Studio 2022 14.34.31947 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.34.31933) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Determining max actions to execute in parallel (8 physical cores, 16 logical cores)
Executing up to 8 processes, one per physical core
Building 4 actions with 4 processes...
[1/4] Compile [x64] Module.AsyncLoadingScreen.cpp
[2/4] Link [x64] UnrealEditor-AsyncLoadingScreen.lib
Creating library D:\AsyncLoadingScreen\UE521\HostProject\Plugins\AsyncLoadingScreen\Intermediate\Build\Win64\x64\UnrealEditor\Development\AsyncLoadingScreen\UnrealEditor-AsyncLoadingScreen.lib and object D:\AsyncLoadingScreen\UE521\HostProject\Plugins\AsyncLoadingScreen\Intermediate\Build\Win64\x64\UnrealEditor\Development\AsyncLoadingScreen\UnrealEditor-AsyncLoadingScreen.exp
[3/4] Link [x64] UnrealEditor-AsyncLoadingScreen.dll
Creating library D:\AsyncLoadingScreen\UE521\HostProject\Plugins\AsyncLoadingScreen\Intermediate\Build\Win64\x64\UnrealEditor\Development\AsyncLoadingScreen\UnrealEditor-AsyncLoadingScreen.suppressed.lib and object D:\AsyncLoadingScreen\UE521\HostProject\Plugins\AsyncLoadingScreen\Intermediate\Build\Win64\x64\UnrealEditor\Development\AsyncLoadingScreen\UnrealEditor-AsyncLoadingScreen.suppressed.exp
[4/4] WriteMetadata UnrealEditor.target
Total time in Parallel executor: 4.09 seconds
Total execution time: 64.24 seconds
Took 64.7949502s to run dotnet.exe, ExitCode=0
Building plugin for target platforms: Android, IOS, Linux, LinuxArm64, TVOS, Win64, HoloLens
Running: D:\UnreaSourceCode5.2.1\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe "D:\UnreaSourceCode5.2.1\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" UnrealGame Android Development -Project=D:\AsyncLoadingScreen\UE521\HostProject\HostProject.uproject -plugin=D:\AsyncLoadingScreen\UE521\HostProject\Plugins\AsyncLoadingScreen\AsyncLoadingScreen.uplugin -noubtmakefiles -manifest=D:\AsyncLoadingScreen\UE521\HostProject\Saved\Manifest-UnrealGame-Android-Development.xml -nohotreload -architectures=arm64 -log="D:\UnreaSourceCode5.2.1\Engine\Programs\AutomationTool\Saved\Logs\UBT-UnrealGame-Android-Development.txt"
Log file: D:\UnreaSourceCode5.2.1\Engine\Programs\AutomationTool\Saved\Logs\UBT-UnrealGame-Android-Development.txt
Using 'git status' to determine working set for adaptive non-unity build (D:\UnreaSourceCode5.2.1).
Platform Android is not a valid platform to build. Check that the SDK is installed properly.
Took 2.0229118s to run dotnet.exe, ExitCode=6
UnrealBuildTool failed. See log for more details. (D:\UnreaSourceCode5.2.1\Engine\Programs\AutomationTool\Saved\Logs\UBT-UnrealGame-Android-Development.txt)
AutomationTool executed for 0h 1m 10s
AutomationTool exiting with ExitCode=6 (6)
BUILD FAILED
The text was updated successfully, but these errors were encountered: