FaceFX / FaceFX-UE4

The FaceFX Unreal Engine 4 plugin.
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Packaging Failure #19

Closed ghost closed 9 years ago

ghost commented 9 years ago

Currently get build failures when trying to package a project with FaceFX enabled:

"MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: Couldn't find module rules file for module 'FaceFX'."

Output log:

MainFrameActions: Packaging (Windows (64-bit)): Project.Build: \ BUILD COMMAND STARTED ** MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe=False MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: XGE was requested, but is unavailable, so we won't use it. MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ***** UE4Build: MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ***** ForceMonolithic: False MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ***** ForceNonUnity:False MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ***** ForceDebugInfo: False MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ***** UseXGE: False MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists D:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists D:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists D:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: D:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe Klepto Win64 Development -clean "D:\Unreal Projects\Klepto\Klepto.uproject" -nobuilduht -rocket -NoHotReloadFromIDE MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: Couldn't find module rules file for module 'FaceFX'. MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 3.2881881s to run UnrealBuildTool.exe, ExitCode=5 MainFrameActions: Packaging (Windows (64-bit)): ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:5): D:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe Klepto Win64 Development -clean "D:\Unreal Projects\Klepto\Klepto.uproject" -nobuilduht -rocket -NoHotReloadFromIDE. See logfile for details: 'UnrealBuildTool.txt' MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationTool: Command failed (Result:5): D:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe Klepto Win64 Development -clean "D:\Unreal Projects\Klepto\Klepto.uproject" -nobuilduht -rocket -NoHotR MainFrameActions: Packaging (Windows (64-bit)): eloadFromIDE. See logfile for details: 'UnrealBuildTool.txt' MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.CleanWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform Platform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity, Dictionary2 PlatformEnvVars) MainFrameActions: Packaging (Windows (64-bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) MainFrameActions: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Packaging (Windows (64-bit)): at BuildCommand.Execute() MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary`1 Commands) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String[] CommandLine) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param) MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.Main() MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Command failed (Result:5): D:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe Klepto Win64 Development -clean "D:\Unreal Projects\Klepto\Klepto.uproject" -nobuilduht -rocket -NoHotReloadFromIDE. See logfile for details: 'UnrealBuildTool.txt' MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes. MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes. MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files... MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully. MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED

jcredmond commented 9 years ago

Are you using the pre-built FaceFX plugin binaries, or did you build from source yourself?

ghost commented 9 years ago

All pre-built, UE 4.8.3 binary as well.

jcredmond commented 9 years ago

It looks like packaging is actually doing a compile, so you need the source code present (which the pre-built binaries don't have). Even after putting the source there, I get some other UBT error that seems to not having anything to do with FaceFX. We'll investigate.

ghost commented 9 years ago

I gave that a try and see the same thing. UBT also seemed to be looking for a missing folder in the source:

MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: FaceFX: Cannot find FaceFX Folder 'D:\Program Files\Epic Games\4.8\Engine\Plugins\Runtime\FaceFX\Source\FaceFXLib\facefx-runtime-1.0.0/facefx'

jcredmond commented 9 years ago

You need to download the runtime and put it in that folder separately. See README.md, in the section titled Source (under Installation).

jcredmond commented 9 years ago

Try using the latest Build.cs files (make sure you have installed the runtime libs like the README mentions).

oliverzx commented 9 years ago

Packaging for Windows x64 works for me using the plugin source and runtime lib files delivered by OC3.

jcredmond commented 9 years ago

Oliver, the issue is with the Epic Launcher installed version of the engine. TargetPlatform and DesktopPlatform are not allowed to be linked there -- and there is a bug in UE4, just verified by Epic, where the Build.cs files for plugins are required during packaging (thus requiring source to be present, even for pre-built binary plugins). It's not an issue if you build from source yourself from GitHub.

ghost commented 9 years ago

That did the trick, successful build. Thanks so much!