Open HameedullahjanAptechMedia opened 4 months ago
Hi, if you only need Win64 platform. You can add WihitelistPlatform Win64 to AsyncLoadingScreen.uplugin:
{
"FileVersion": 3,
"Version": 8,
"VersionName": "1.5.1",
"EngineVersion": "5.3.0",
"FriendlyName": "Async Loading Screen",
"Description": "Allows you to configure a Loading Screen system in the project settings easily and automatically add a Loading Screen in your game whenever you open a new level.",
"Category": "Loading Screen",
"CreatedBy": "Truong Bui",
"CreatedByURL": "https://github.com/truong-bui/AsyncLoadingScreen",
"DocsURL": "https://github.com/truong-bui/AsyncLoadingScreen",
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/01f39767dc6b4290877f38365787cbf8",
"SupportURL": "https://github.com/truong-bui/AsyncLoadingScreen/issues",
"CanContainContent": true,
"Installed": true,
"Modules": [
{
"Name": "AsyncLoadingScreen",
"Type": "Runtime",
"LoadingPhase": "PreLoadingScreen",
"TargetDenyList": [
"Server"
],
"WhitelistPlatforms": [
"Win64"
]
}
]
}
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