Ronsenval / UnrealEngineCompilationUsingFastBuild

Compile Unreal Engine 4.22 using FastBuild
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Works in standalone, but after adding FASTBUILD_BROKERAGE_PATH env var and linking workers, build fail. #4

Open wardhale opened 4 years ago

wardhale commented 4 years ago

I have followed the process and got fast build to work on 1 computer with a successful compilation in VS2019. but when I add the FASTBUILD_BROKERAGE_PATH environment variable, refresh and run the same build, after connecting to the available worker this happens...

1>------ Rebuild All started: Project: DotNETUtilities, Configuration: Development Any CPU ------ 1> DotNETUtilities -> D:\ue\Engine\Binaries\DotNET\DotNETUtilities.dll 2>------ Rebuild All started: Project: UnrealBuildTool, Configuration: Development Any CPU ------ 2> UnrealBuildTool -> D:\ue\Engine\Binaries\DotNET\UnrealBuildTool.exe 3>------ Rebuild All started: Project: ShaderCompileWorker, Configuration: Development_Program x64 ------ 3>Cleaning ShaderCompileWorker and UnrealHeaderTool binaries... 3>Creating makefile for ShaderCompileWorker (no existing makefile) 3>Creating makefile for UnrealHeaderTool (no existing makefile) 3>Building UnrealHeaderTool... 3>Using Visual Studio 2019 14.22.27905 toolchain (f:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.22.27905) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10). 3>Distributed Compilation : 1 Workers in pool '//DESKTOP-1DUE0Q6/FastBuildBroker\main\19.windows\' 3>10>Obj: D:\ue\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\Default.rc2.res 3>2> Obj: D:\ue\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool\Module.UnrealHeaderTool.cpp.obj 3>3> Obj: D:\ue\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\BuildSettings\BuildSettings.cpp.obj 3>7> Obj: D:\ue\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\CoreUObject\PCH.CoreUObject.h.pch 3>5> Obj: D:\ue\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\Core\SharedPCH.Core.h.pch 3>8> Obj: D:\ue\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\Core\PCH.Core.h.pch 3>11>Obj: D:\ue\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\BuildSettings\BuildSettings.cpp.obj <LOCAL> 3>1> Copy: D:\ue\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\BuildSettings\UnrealHeaderTool-BuildSettings.dll.response -> D:\ue\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\BuildSettings\UnrealHeaderTool-BuildSettings.dll.response.dummy 3>9> Lib: D:\ue\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\BuildSettings\UnrealHeaderTool-BuildSettings.lib 3>10>Exe: D:\ue\Engine\Binaries\Win64\UnrealHeaderTool-BuildSettings.dll 3>EXEC : 2> Failed to build Object. error : 2 (0x02) Target: 'D:\ue\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool\Module.UnrealHeaderTool.cpp.obj' 3>2> PROBLEM: D:\ue\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool\Module.UnrealHeaderTool.cpp.obj 3>Module.UnrealHeaderTool.cpp 3>C:\Program Files (x86)\Windows Kits\10\include\10.0.18362.0\shared\intsafe.h(66): error C4668: '__midl' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' 3>C:\Program Files (x86)\Windows Kits\10\include\10.0.18362.0\um\winnt.h(329): error C4668: '_M_HYBRID' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' 3>C:\Program Files (x86)\Windows Kits\10\include\10.0.18362.0\um\winnt.h(337): error C4668: '_M_HYBRID' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' 3>C:\Program Files (x86)\Windows Kits\10\include\10.0.18362.0\um\winnt.h(13184): error C4668: '_WIN32_WINNT_WIN10_RS3' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' 3>C:\Program Files (x86)\Windows Kits\10\include\10.0.18362.0\um\winnt.h(13750): error C4668: '_WIN32_WINNT_WIN10_RS5' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' 3>C:\Program Files (x86)\Windows Kits\10\include\10.0.18362.0\um\minwinbase.h(207): error C4668: '_WIN32_WINNT_WIN10_RS1' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' 3>C:\Program Files (x86)\Windows Kits\10\include\10.0.18362.0\um\synchapi.h(679): error C4668: '_NT_TARGET_VERSION_WIN10_RS4' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' 3>C:\Program Files (x86)\Windows Kits\10\include\10.0.18362.0\um\processthreadsapi.h(1022): error C4668: '_WIN32_WINNT_WIN10_RS3' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' 3>C:\Program Files (x86)\Windows Kits\10\include\10.0.18362.0\um\winbase.h(8616): error C4668: '_WIN32_WINNT_WIN10_RS1' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' 3>C:\Program Files (x86)\Windows Kits\10\include\10.0.18362.0\um\winbase.h(8621): error C4668: '_WIN32_WINNT_WIN10_RS3' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' 3>C:\Program Files (x86)\Windows Kits\10\include\10.0.18362.0\um\winbase.h(8626): error C4668: '_WIN32_WINNT_WIN10_RS1' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' 3>C:\Program Files (x86)\Windows Kits\10\include\10.0.18362.0\um\winbase.h(8673): error C4668: '_WIN32_WINNT_WIN10_RS1' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' 3>C:\Program Files (x86)\Windows Kits\10\include\10.0.18362.0\um\winbase.h(8679): error C4668: '_WIN32_WINNT_WIN10_RS5' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' 3>C:\Program Files (x86)\Windows Kits\10\include\10.0.18362.0\um\winbase.h(9073): error C4668: 'NTDDI_WIN7SP1' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif' 3>--- Most Expensive ---------------------------------------------- 3>Time (s) Name: 3>3.126 D:\ue\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\CoreUObject\PCH.CoreUObject.h.pch 3>2.788 D:\ue\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\Core\PCH.Core.h.pch 3>1.166 D:\ue\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\Core\SharedPCH.Core.h.pch 3>0.456 D:\ue\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool\Module.UnrealHeaderTool.cpp.obj 3>0.114 D:\ue\Engine\Binaries\Win64\UnrealHeaderTool-BuildSettings.dll 3>0.093 D:\ue\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\BuildSettings\UnrealHeaderTool-BuildSettings.lib 3>0.082 D:\ue\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\BuildSettings\BuildSettings.cpp.obj 3>0.061 UE4Compiler 3>0.032 D:\ue\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\Default.rc2.res 3>0.002 D:\ue\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\BuildSettings\UnrealHeaderTool-BuildSettings.dll.response.dummy 3> 3>--- Summary ----------------------------------------------------- 3> /----- Cache -----\ 3>Build: Seen Built Hit Miss Store CPU 3> - CopyFile : 6 1 - - - 0.002s 3> - File : 1366 22 - - - 0.000s 3> - Library : 6 1 - - - 0.093s 3> - Object : 28 5 - - - 7.650s 3> - Alias : 1 0 - - - 0.000s 3> - Exe : 6 1 - - - 0.114s 3> - Compiler : 2 2 - - - 0.061s 3> - ObjectList : 25 2 - - - 0.000s 3>Cache: 3> - Hits : 0 (0.0 %) 3> - Misses : 0 3> - Stores : 0 3>Time: 3> - Real : 3.196s 3> - Local CPU : 7.920s (2.5:1) 3> - Remote CPU : 0.000s (0.0:1) 3>----------------------------------------------------------------- 3>FBuild : error : BUILD FAILED: all 3>Time: 3.217s 3>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(46,5): error MSB3073: The command "..\..\Build\BatchFiles\Rebuild.bat ShaderCompileWorker Win64 Development -WaitMutex -FromMsBuild" exited with code -1. 3>Done building project "ShaderCompileWorker.vcxproj" -- FAILED. ========== Rebuild All: 2 succeeded, 1 failed, 0 skipped ==========