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An application designed to create installed Unreal Engine builds (aka Rocket builds) from Unreal Engine GitHub source.

License: MIT License

C# 98.32% Batchfile 1.68%
unreal unreal-engine-4 unreal-engine unrealengine unreal-binary ue4 launcher-build rocket ue4-rocket

unreal-binary-builder's Introduction

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unreal-binary-builder's Issues

Error during project building

LINK : fatal error LNK1181: cannot open input file 'D:\UnrealEngine\LocalBuilds\Engine\Windows\Engine\Intermediate\Build\Win64\UE4\Shipping\Core\UE4-Core-Win64-Shipping.lib'
LINK : fatal error LNK1181: cannot open input file 'D:\UnrealEngine\LocalBuilds\Engine\Windows\Engine\Intermediate\Build\Win64\UE4\Shipping\Slate\UE4-Slate-Win64-Shipping.lib'
LINK : fatal error LNK1181: cannot open input file 'D:\UnrealEngine\LocalBuilds\Engine\Windows\Engine\Intermediate\Build\Win64\UE4\Shipping\InputCore\UE4-InputCore-Win64-Shipping.lib'
LINK : fatal error LNK1181: cannot open input file 'D:\UnrealEngine\LocalBuilds\Engine\Windows\Engine\Intermediate\Build\Win64\UE4\Shipping\Engine\UE4-Engine-Win64-Shipping.lib'

The shipping version an engine was built based on 4.20.3. After launching the editor and trying to compile project - build failure with errors. The build by the official (launcher) version and not shippable version had no error.

error MSB3554: Cannot write to the output file

Hello again!
I'm not sure that this problem in UnrealBinaryBuilder but anyway. I'm trying to build ue5 and have now this problem:
some logs:
Z:\Dev\UEGitSource\UnrealEngine\Engine\Binaries\ThirdParty\DotNet\Windows\sdk\3.1.403\Microsoft.Common.CurrentVersion.targets(2084,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "MobileDeviceInterface". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors. (Z:\Dev\UEGitSource\UnrealEngine\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj)
Z:\Dev\UEGitSource\UnrealEngine\Engine\Binaries\ThirdParty\DotNet\Windows\sdk\3.1.403\Microsoft.Common.CurrentVersion.targets(3036,5): error MSB3554: Cannot write to the output file "Z:\Dev\UEGitSource\UnrealEngine\Engine\Source\Programs\AutomationTool\IOS\obj\Development\IOS.Automation.Properties.Resources.resources". Could not find a part of the path 'Z:\Dev\UEGitSource\UnrealEngine\Engine\Source\Programs\AutomationTool\IOS\Resources\GreenCheck.png'. (Z:\Dev\UEGitSource\UnrealEngine\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj)
ERROR: Failed to build: Z:\Dev\UEGitSource\UnrealEngine\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj
ERROR: Failed to build: Z:\Dev\UEGitSource\UnrealEngine\Engine\Source\Programs\AutomationTool\TVOS\TVOS.Automation.csproj

Hope you can help me build the binary version of ue5 :)

ERROR: 'HostPlatformDDCOnly' (required: 'true|false'). AutomotionTool exiting with ExitCode = 1.

Thanks for the tool and I hope you can help me figure the problem out. Attached are screenshots of the build tool and the settings I'm using, along with the errors.
image
image
image
Some logs:
========================== RUNNING - AutomationToolLauncher.exe ==========================
Parsing command line: BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:WithDDC=true -set:SignExecutables=false -set:EmbedSrcSrvInfo=true -set:GameConfigurations=Development;Shipping -set:WithFullDebugInfo=true -set:HostPlatformEditorOnly=false -set:AnalyticsTypeOverride= -set:HostPlatformDDCOnly=true-set:WithWin32=false -set:WithWin64=true -set:WithMac=false -set:WithAndroid=true -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithLumin=false -set:WithLinuxAArch64=false -set:CompileDatasmithPlugins=false -set:VS2019=true -set:WithServer=false -set:WithClient=false -set:WithHoloLens=false
ERROR: Z:\UnrealGit\Engine\Build\InstalledEngineBuild.xml(61): 'true-set:WithWin32=false' is not a valid value for 'HostPlatformDDCOnly' (required: 'true|false')
AutomationTool exiting with ExitCode=1 (Error_Unknown)

Custom Branches?

Can we use this tool and not be bound only to these versions? (For example I'm trying to compile the master branch using this tool which is currently version 4.28.0)
image

Update to .Net Core

Hello, can you please update to
Net Core.
We can not build on Linux host for now.
Update to .Net Core could resolve this
Or refactoring with electron framework?

Are you going to add support for .gitdepsignore file in the future?

What the title says. You can add folders to the .gitdepsignore file to omit things that you do not want/need.

For example,
I can create a .gitdepsignore file and add "/Engine/Documentation/**" so that it will not download anything in the Engine/Documentation folder when you run the Setup.bat file.

This functionality helps a lot when you want to reduce the download size, engine compile times(if some unnecessary plugin folders are added to the .gitdepsignore file), and the overall cost on disk. It would be awesome if it is possible to omit datasmith and other unnecessary stuff too.

LibGit2Sharp: unsupported repository version 1. Only versions up to 0 are supported.

Updating to this version seems to fix the problem: https://www.nuget.org/packages/LibGit2Sharp/0.27.0-preview-0158

See also libgit2/libgit2sharp#1845

Source ->	LibGit2Sharp
Message ->	unsupported repository version 1. Only versions up to 0 are supported.
Target ->	Void HandleError(Int32)
StackTrace ->
   at LibGit2Sharp.Core.Ensure.HandleError(Int32 result)
   at LibGit2Sharp.Core.Ensure.ZeroResult(Int32 result)
   at LibGit2Sharp.Core.Proxy.git_repository_open_ext(String path, RepositoryOpenFlags flags, String ceilingDirs)
   at LibGit2Sharp.Repository.IsValid(String path)
   at UnrealBinaryBuilder.Classes.Git.UpdateRepository() in C:\[redacted]\Unreal-Binary-Builder\UnrealBinaryBuilder\Classes\Git.cs:line 47
   at UnrealBinaryBuilder.Classes.Git.get_CommitHash() in C:\[redacted]\Unreal-Binary-Builder\UnrealBinaryBuilder\Classes\Git.cs:line 15
...

trying to build 4.25.4, Exit Code 6/1 (no zip file created)

I'm maintaining a fork of the engine, to which I just recently merged in the latest 4.25.4 hotfix. It compiles w/o error.

Followed the steps on the usage instructions:

  • Both AutomationTool and AutomationToolLauncher compiled w/o error
  • I'm using the pre-built version of Binary Builder

Windows 10 64-bit Home is up-to-date.
I extracted Binary Builder to my Downloads folder, so it's on the C: drive w/ my OS. The UE4 source in question is on B:

First attempt at building gave me a PDBCOPY.EXE error, which canceled the build process.
I have 3 different Windows SDKs installed.
10.1.17134.12
10.1.17763.132
10.1.18362.1
Modifying 10.1.18362.1 to install Debugging Tools for Windows fixed the PDBCOPY.EXE error.

Trying again, after 1.5 hours of building the binaries, it finishes - but with Exit Code 6, and the zip file is nowhere to be found.
I initially specified the zip destination in a new folder on B: Second attempt, I specified the zip destination in a new folder on the Desktop.

Most of the red text in the build log is on ShadowErrors.cpps
Unreal_Binary_Builder_2020-11-03_17-41-49

Any hints as to what might be going wrong spent a couple hours trying to get find fixes, but no luck.

Issue with `ShadowErrors`, `VS2017` and `Status Bar`

I'm getting Error that VS2017 must be installed, while I do have VS2017 and VS2019. Not sure why it's not detecting it.

This is the command line:
BuildGraph -target="Make Installed Build Win64" -script="D:\Epic Games\UE_Source\UnrealEngine\Engine\Build\InstalledEngineBuild.xml" -set:WithDDC=false -set:SignExecutables=false -set:EmbedSrcSrvInfo=false -set:GameConfigurations=Development;Shipping -set:WithFullDebugInfo=false -set:HostPlatformEditorOnly=false -set:AnalyticsTypeOverride= -set:WithWin64=true -set:WithWin32=true -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithLumin=false -set:WithLinuxAArch64=false -set:CompileDatasmithPlugins=false -set:VS2019=false -set:WithServer=false -set:WithClient=false -set:WithHoloLens=false

I'm getting these errors :

  • SharedPCH.Core.ShadowErrors.cpp
  • SharedPCH.CoreUObject.ShadowErrors.cpp
  • SharedPCH.CoreUObject.RTTI.ShadowErrors.cpp
  • SharedPCH.UnrealEd.NoOptimized.RTTI.ShadowErrors.NoUndef.cpp
  • SharedPCH.Core.ShadowErrors.NoUndef.cpp
  • SharedPCH.UnrealEd.NoOptimized.ShadowErrors.cpp
  • SharedPCH.Engine.NoOptimized.ShadowErrors.cpp
  • SharedPCH.Slate.ShadowErrors.cpp
  • SharedPCH.UnrealEd.RTTI.ShadowErrors.cpp
  • SharedPCH.UnrealEd.ShadowErrors.cpp
  • SharedPCH.Engine.ShadowErrors.cpp
    Something with ShadowErrors, any idea why?

fyi, I'm trying to build Chaos, so I edited the BuildEnvironment = TargetBuildEnvironment.Shared; to BuildEnvironment = TargetBuildEnvironment.Unique; and added bCompileChaos = true; and bUseChaos = true; to the UE4Editor.Target.cs. (That's since that's what unreal documentation required.), is this causing the ShadowErrors errors?

...also I'm not sure what's going on at the status bar, probably need to give it some space or open a new window.
image

...and the last thing, regarding your documentation ("How to use").
"Copy the built binary to the UE4 source folder prepared above."
after I built it, I copy the release folder in the bin folder and pasted it in the unreal source code directory, where GenerateProjectFiles.bat exists, am I doing it right?

Plugins selector?

Hello, any plans or is it even possible to add option to exclude or only include selected plugins? I would like to build just a barebone editor with only plugins i would need. Would reduce download size and is much more cleaner with things only i select.

Error when trying to run the binary build from another machine.

Hi!

First of all, thanks for the great tool. I'm sure this is just a user-error thing. But I'll describe what I'm doing, the error I'm getting and hopefully you can tell me "yeah you forgot to tick that box right there, dummy". And we can all go on our merry way!

I've got the engine source, I've made some modifications, I want a friend to be able to use the engine with these modifications but not have to get full source/compile etc. As they're an artist, and they're scared.

I run your builder with these settings:

image

I move the local build to a different path, submit via perforce, they download it all and run Engine/Binaries/UE4Editor.exe and get the following:

Assertion failed: U_SUCCESS(ICUStatus) [File:D:/KAOS/EngineSource/Engine/Source/Runtime/Core/Private/Internationalization/ICUInternationalization.cpp] [Line: 159] Failed to open ICUInternationalization data file, missing or corrupt? 0x00007ff6177be297 CrashReportClientEditor.exe!FDebug::CheckVerifyFailedImpl() [] 0x00007ff6177550e8 CrashReportClientEditor.exe!FICUInternationalization::Initialize() [] 0x00007ff61774be21 CrashReportClientEditor.exe!FInternationalization::Get() [] 0x00007ff617772ba2 CrashReportClientEditor.exe!BeginInitTextLocalization() [] 0x00007ff61760696d CrashReportClientEditor.exe!FEngineLoop::AppInit() [] 0x00007ff617617e27 CrashReportClientEditor.exe!FEngineLoop::PreInitPreStartupScreen() [] 0x00007ff617616a42 CrashReportClientEditor.exe!FEngineLoop::PreInit() [] 0x00007ff61761a2c6 CrashReportClientEditor.exe!RunCrashReportClient() [] 0x00007ff61761e172 CrashReportClientEditor.exe!WinMain() [] 0x00007ff61814906e CrashReportClientEditor.exe!__scrt_common_main_seh() [] 0x00007ffba1877034 KERNEL32.DLL!UnknownFunction [] 0x00007ffba1a42651 ntdll.dll!UnknownFunction []

This looks to me like it's attempting to find something from my machine and not theirs.

Moving Your Engine Breaks The App

Steps to reproduce.

  1. Run Unreal Binary Builder
  2. Set the Engine Root Folder.
  3. Close Unreal Binary Builder
  4. Move the engine to a new folder. For example from your C drive to the D drive.
  5. Unreal Binary Builder will no longer run.

Other than moving the engine back to it's original location, you can delete the Documents/UnrealBinaryBuilder to fix this issue, or alternatively, zero out the SetupBatFile and AutomationToolPath values in the Settings.json file.

Builds fail due to incorrect parameter value in CLI string

When attempting to build a version of UE4 based on 4.26 or 4.27 from Github, I run into an error around the build parameters:
ERROR: C:\src\UnrealEngine\Engine\Build\InstalledEngineBuild.xml(61): 'true-set:WithWin32=true' is not a valid value for 'HostPlatformDDCOnly' (required: 'true|false')

You will notice that the copied command-line includes the chunk -set:HostPlatformDDCOnly=true-set:WithWin32=true. This makes me think there is a missing space somewhere in the string concatenation used to generate the command.

BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:WithDDC=true -set:SignExecutables=false -set:EmbedSrcSrvInfo=false -set:GameConfigurations=Development;Shipping -set:WithFullDebugInfo=false -set:HostPlatformEditorOnly=false -set:AnalyticsTypeOverride= -set:HostPlatformDDCOnly=true-set:WithWin32=true -set:WithWin64=true -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithLumin=false -set:WithLinuxAArch64=false -set:CompileDatasmithPlugins=false -set:VS2019=true -set:WithServer=false -set:WithClient=false -set:WithHoloLens=false

I poked around the Commandlines += sections of the code, but didn't find anything obvious to fix. Thanks!

App crash when NumberFormatInfo.NumberDecimalSeparator != "."

App crash when NumberFormatInfo.NumberDecimalSeparator != "."

crash in file MainWindow.xaml.cs method double GetEngineValue() line 1271

Suggested patch:
replace "." with NumberFormatInfo.NumberDecimalSeparator in variable RemovedName before pass it to Convert.ToDouble

Crash windows doesn't contain call stack.

Hello,

When unreal crash, i don't have the call stack in the crash windows like i have in epic release with the option "editor symbols for debugging".
I have enable the option "Include full debug option" and "include PDB".
All the PDB file are in the binary folder. Am I doing something wrong or something?

Thank for you help.

Threaded compile?

I'm attempting to use this tool to create a binary build as its name entails.

But it's been compileing for over 72 hours averaging 20% CPU UE source builds slow in normal cases. but even then i can build it in VS in about 12 hours.

This tool has been running for days and is only in stage 4/15, So I'm wondering if its not leveraging all CPU cores.

4.26 Build Tools Failed on IOS even though disabled?

Hi,

Getting a strange issue where the Build Tools CS section is failing due to files missing for IOS, even though I have IOS disabled in the build platforms. The error below is referencing a missing icon for IOS, but even working around this leads to other errors in the IOS build. Is there a way to skip this?

C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Microsoft.Common.CurrentVersion.targets(2123,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "BouncyCastle.Crypto". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors. [D:\Unreal Engine 4\Builds\UnrealEngine-4.26Toon\Engine\Saved\CsTools\Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj]
D:\Unreal Engine 4\Builds\UnrealEngine-4.26Toon\Engine\Saved\CsTools\Engine\Source\Programs\IOS\iPhonePackager\Properties\Resources.resx(123,5): error MSB3103: Invalid Resx file. Could not find file 'D:\Unreal Engine 4\Builds\UnrealEngine-4.26Toon\Engine\Saved\CsTools\Engine\Source\Programs\IOS\iPhonePackager\Resources\GreyCheck.png'. Line 123, position 5. [D:\Unreal Engine 4\Builds\UnrealEngine-4.26Toon\Engine\Saved\CsTools\Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj]
Took 0.6851679s to run MSBuild.exe, ExitCode=1
Command failed (Result:1): C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\MSBuild.exe "D:\Unreal Engine 4\Builds\UnrealEngine-4.26Toon\Engine\Saved\CsTools\Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj" /property:Platform=AnyCPU /property:Configuration=Development /verbosity:minimal /target:Rebuild /verbosity:minimal /nologo. See logfile for details: 'MSBuild-2021.03.16-13.31.56.txt'
AutomationTool exiting with ExitCode=1 (Error_Unknown)
AutomationToolLauncher exited with code 0

'Microsoft.NET.Sdk.WindowsDesktop' specified could not be found

C:\Share\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationTool.csproj(61,31): error MSB4236: The SDK 'Microsoft.NET.Sdk.WindowsDesktop' specified could not be found.

i have tried installed almost every SDK on the visual studio installer
6 , 5 , 3.1
visual studio 2019 and 2022 are installed
i found Microsoft.NET.Sdk.WindowsDesktop as nuget but i should not be adding it to the project.
what could be the issue ?

i can build the engine from visual studio

Crashing whenever I try to build/zip/compile

Message ->	Input string was not in a correct format.
Target ->	Void ThrowOverflowOrFormatException(ParsingStatus, System.TypeCode)
StackTrace ->
   at System.Number.ThrowOverflowOrFormatException(ParsingStatus status, TypeCode type)
   at System.Convert.ToDouble(String value)
   at UnrealBinaryBuilder.MainWindow.GetEngineValue()
   at UnrealBinaryBuilder.MainWindow.get_SupportHTML5()
   at UnrealBinaryBuilder.MainWindow.BuildEngine()
   at UnrealBinaryBuilder.MainWindow.OnBuildFinished(Boolean bBuildSucess)
   at UnrealBinaryBuilder.MainWindow.BuildAutomationToolLauncher()
   at UnrealBinaryBuilder.MainWindow.BuildAutomationTool()
   at UnrealBinaryBuilder.MainWindow.StartSetupBatFile_Click(Object sender, RoutedEventArgs e)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.Controls.Primitives.ButtonBase.OnClick()
   at System.Windows.Controls.Button.OnClick()
   at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e)
   at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
   at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
   at System.Windows.Input.InputManager.ProcessStagingArea()
   at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
   at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
   at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)```

The path is not of a legal form

When zipping process & finding the files, i am getting "The path is not of a legal form"

image_181731

I have entered "C:\Users\username\Documents" as the zip postbuild path. Because when i am entered "C:\Users\username\Documents\daily.zip" then the build cannot continue, have you tested the latest build zipping functionalities?.

Missing UEPrereqSetup_x64.exe

Just trying to follow the steps. I cloned the UE repo (branch 5.0, commit 6b10e3f3b7a1).
Started UBB, selected path to local repo, click "Start" and it immediately fails, saying
The system cannot find the file Engine\Extras\Redist\en-us\UEPrereqSetup_x64.exe
cmd exited with code 0
==BUILD FINISHED==
and then it still has status "Running", counting upwards, not letting me start again.
And when I try to close the application, I get options in Chinese.
I've tried the same with and without all three options (Build Setup, Generate Project Files, Build Automation Tool).
image
image
I assume I'm supposed to run a .bat-file or something, but the step-by-step README does not specify anything.

Issues with UE4.24

With 4.24 i somehow no longer build successfully,
i get lots of errors named : Memory.h(73): error C4834
Since i use the same procedure as always i tought this is a good place to start looking for answers.
Best

Crash on Startup

Source -> UnrealBinaryBuilder
Message -> Object reference not set to an instance of an object.
Target -> System.String get_CommitHash()
StackTrace ->
at UnrealBinaryBuilder.Classes.Git.get_CommitHash()
at UnrealBinaryBuilder.Classes.Git.get_CommitHashShort()
at UnrealBinaryBuilder.MainWindow.SetupBatFilePath_TextChanged(Object sender, TextChangedEventArgs e)
at System.Windows.Controls.TextChangedEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
at System.Windows.Controls.Primitives.TextBoxBase.OnTextChanged(TextChangedEventArgs e)
at System.Windows.Controls.Primitives.TextBoxBase.OnTextContainerChanged(Object sender, TextContainerChangedEventArgs e)
at System.Windows.Controls.TextBox.OnTextContainerChanged(Object sender, TextContainerChangedEventArgs e)
at System.Windows.Documents.TextContainer.EndChange(Boolean skipEvents)
at System.Windows.Documents.TextContainer.System.Windows.Documents.ITextContainer.EndChange(Boolean skipEvents)
at System.Windows.Documents.TextRangeBase.EndChange(ITextRange thisRange, Boolean disableScroll, Boolean skipEvents)
at System.Windows.Documents.TextRange.System.Windows.Documents.ITextRange.EndChange(Boolean disableScroll, Boolean skipEvents)
at System.Windows.Documents.TextRange.ChangeBlock.System.IDisposable.Dispose()
at System.Windows.Controls.TextBox.OnTextPropertyChanged(String oldText, String newText)
at System.Windows.Controls.TextBox.OnTextPropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
at System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
at System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
at System.Windows.Controls.TextBox.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
at System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args)
at System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType)
at System.Windows.DependencyObject.InvalidateProperty(DependencyProperty dp, Boolean preserveCurrentValue)
at System.Windows.DependencyObject.InvalidateProperty(DependencyProperty dp)
at System.Windows.Data.BindingExpressionBase.Invalidate(Boolean isASubPropertyChange)
at System.Windows.Data.BindingExpression.TransferValue(Object newValue, Boolean isASubPropertyChange)
at System.Windows.Data.BindingExpression.Activate(Object item)
at System.Windows.Data.BindingExpression.AttachToContext(AttachAttempt attempt)
at System.Windows.Data.BindingExpression.MS.Internal.Data.IDataBindEngineClient.AttachToContext(Boolean lastChance)
at MS.Internal.Data.DataBindEngine.Task.Run(Boolean lastChance)
at MS.Internal.Data.DataBindEngine.Run(Object arg)
at MS.Internal.Data.DataBindEngine.OnLayoutUpdated(Object sender, EventArgs e)
at System.Windows.ContextLayoutManager.fireLayoutUpdateEvent()
at System.Windows.ContextLayoutManager.UpdateLayout()
at System.Windows.UIElement.UpdateLayout()
at System.Windows.Interop.HwndSource.SetLayoutSize()
at System.Windows.Interop.HwndSource.set_RootVisualInternal(Visual value)
at System.Windows.Interop.HwndSource.set_RootVisual(Visual value)
at System.Windows.Window.SetRootVisual()
at System.Windows.Window.SetRootVisualAndUpdateSTC()
at System.Windows.Window.SetupInitialState(Double requestedTop, Double requestedLeft, Double requestedWidth, Double requestedHeight)
at System.Windows.Window.CreateSourceWindow(Boolean duringShow)
at System.Windows.Window.CreateSourceWindowDuringShow()
at System.Windows.Window.SafeCreateWindowDuringShow()
at System.Windows.Window.ShowHelper(Object booleanBox)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)

Your private updater key is in this repo

Howdy,

SparkleUpdater maintainer here. Your private updater key is in this repo. https://github.com/ryanjon2040/Unreal-Binary-Builder/blob/master/UnrealBinaryBuilderUpdater/keys/NetSparkle_Ed25519.priv

Malicious users could use this to make updates or executables that look like they were published by you. You should not use this key any more and should not check private keys into your repos.

Recommendation: Push an update to your software that is a critical update (use sparkle:criticalUpdate in the <enclosure>). The new software is signed with your existing key (which you should remove from this repo for less visibility.) The new software contains your new public key, and you use your new private key from then on. This isn't a perfect scheme, but you should assume your private key is out there in the wild at this point.

Won't start anymore

I was able to start it twice, but now the release .exe won't start at all and when I try to build it my self I get this error

   at System.Windows.Window.set_Owner(Window value)
   at UnrealBinaryBuilder.App.App_DispatcherUnhandledException(Object sender, DispatcherUnhandledExceptionEventArgs e) in D:\Development\Unreal-Binary-Builder\UnrealBinaryBuilder\App.xaml.cs:line 35
   at System.Windows.Threading.Dispatcher.CatchException(Exception e)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
   at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
   at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
   at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
   at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
   at System.Windows.Application.RunDispatcher(Object ignore)
   at System.Windows.Application.RunInternal(Window window)
   at UnrealBinaryBuilder.App.Main()```

builder appears incompatible with final 4.24.0 release

It appears the changes in #9 weren't sufficient for the final build. This is the error i trace i get trying to build 4.24.0:

Welcome to UE4 Binary Builder v2.4
Welcome to UE4 Binary Builder v2.4
Commandline: BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:WithDDC=true -set:SignExecutables=false -set:EmbedSrcSrvInfo=false -set:GameConfigurations=Development;Shipping -set:WithFullDebugInfo=false -set:HostPlatformDDCOnly=true -set:WithWin64=true -set:WithWin32=false -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithSwitch=false -set:WithPS4=false -set:WithXboxOne=false -set:WithLumin=false -set:WithServer=false -set:WithClient=false -set:WithHoloLens=false

Parsing command line: BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:WithDDC=true -set:SignExecutables=false -set:EmbedSrcSrvInfo=false -set:GameConfigurations=Development;Shipping -set:WithFullDebugInfo=false -set:HostPlatformDDCOnly=true -set:WithWin64=true -set:WithWin32=false -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithSwitch=false -set:WithPS4=false -set:WithXboxOne=false -set:WithLumin=false -set:WithServer=false -set:WithClient=false -set:WithHoloLens=false
ERROR: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.MissingFieldException: Field not found: 'UnrealBuildTool.UnrealTargetPlatform.HTML5'.
          at HTML5Platform..ctor()
          --- End of inner exception stack trace ---
          at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck)
          at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark)
          at System.Activator.CreateInstance(Type type, Boolean nonPublic)
          at System.Activator.CreateInstance(Type type)
          at AutomationTool.Platform.CreatePlatformsFromAssembly(Assembly ScriptAssembly) in c:\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\Platform.cs:line 102
          at AutomationTool.Platform.InitializePlatforms(Assembly[] AssembliesWithPlatforms) in c:\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\Platform.cs:line 52
          at AutomationTool.ScriptCompiler.FindAndCompileAllScripts(String ScriptsForProjectFileName, List`1 AdditionalScriptsFolders) in c:\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ScriptCompiler.cs:line 77
          at AutomationTool.Automation.Process(String[] Arguments, StartupTraceListener StartupListener) in c:\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 477
          at AutomationTool.Program.MainProc(String[] Arguments, StartupTraceListener StartupListener) in c:\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 176
          at AutomationTool.Program.<>c__DisplayClass1_0.<Main>b__2() in c:\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 88
          at AutomationTool.InternalUtils.RunSingleInstance(Func`1 Main) in c:\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 731
          at AutomationTool.Program.Main(String[] Arguments) in c:\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 88
       (see C:\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
AutomationTool exiting with ExitCode=1 (Error_Unknown)
AutomationToolProcess exited with code 1

==========================BUILD FINISHED==========================
Took 00:00:02
Build ended at Monday, 09 December 2019 18:22:41

document need to build automationtool and automationtoollauncher manually?

Related to my experiences in #12: When those weren't built, binary builder failed in somewhat cryptic ways. It took me some poking around to figure out that they're built as part of UE4. Either i'm doing something wrong or it might be good to document that those need to be made manually first (and maybe anything else). Probably optimally those errors would be caught and replaced with instructive output?

Issue building 4.23

Hello,

When building 4.23, I get an error related to HoloLens. I'm not sure why this is a stage:

Building inside of Visual Studio 2017 works without issue.

image

Error when Building from other drive letter than C:

Hi, when building from D: I get errors, stating that it cannot delete some files.

I moved source engine folder to C: and it was then possible to build binary files. Would it be possible to fix this?

Cheers!

Missing IOS dependency even though it's a excluded platform.

Well after 48 hours of compiling, I've seen this issue posted once before with no solution and no attempt to investigate further.

I have no apple products no apple software, no apple/IOS anything IOS is explicitly disabled and excluded from the build.

With all due respect, this has to be a an issue with UBB passing incorrect build CLI parameters. IF UE builds normally without issue, See i'm not familure with the CLI parms so i can't say what is causing it, but i do know that if i build from VS this doesn't happen..

Again,, Win64 platform only no client no server nothing. this happens.

C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Microsoft.Common.CurrentVersion.targets(2123,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "BouncyCastle.Crypto". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors. [V:\UnrealEngine-4.26-chaos\Engine\Saved\CsTools\Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj]

V:\UnrealEngine-4.26-chaos\Engine\Saved\CsTools\Engine\Source\Programs\IOS\iPhonePackager\Properties\Resources.resx(123,5): error MSB3103: Invalid Resx file. Could not find a part of the path 'V:\UnrealEngine-4.26-chaos\Engine\Saved\CsTools\Engine\Source\Programs\IOS\iPhonePackager\Resources\GreyCheck.png'. Line 123, position 5. [V:\UnrealEngine-4.26-chaos\Engine\Saved\CsTools\Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj]

Option to create ZIP from an existing engine build

An option to create a ZIP from an existing build will be very helpful, specially when trying to figure out what to include in the ZIP. I did try to create it myself, but the end result isn't exactly up to par.

ShaderCompileWorker

Hi, i'm trying you tool to build the 5.0 editor, but it end up with the ShaderCompileWorker missing.
Is it possible to change that in the configuration ?

VS2022 Support

Hey,I try to use this tools to pack my Unreal Engine 5 with VS2022 Professional Edition.But i found that this tools only support VS 2019 Community Edition.Could you please tell me where i can change the source code for My own Environment like MSBuild And MSVC Version Path??

How do you add new engine versions?

I forked 4.25 and added some new shader models. Attempting to use BinaryBuilder it appears only 4.22, 4.23 and 4.24 are supported/selectable.

What's the process for adding new Engine versions?

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