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- C:\Program Files\UnrealEngine\Engine\Build\BatchFiles>RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -clean -set:HostPlatformOnly=true
- Running AutomationTool...
- Parsing command line: BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -clean -set:HostPlatformOnly=true -compile
- Compiling scripts.
- DotNETUtilities -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\DotNETUtilities.dll
- UnrealBuildTool -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe
- AutomationUtils.Automation -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\AutomationUtils.Automation.dll
- AllDesktop.Automation -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\AutomationScripts\AllDesktop\AllDesktop.Automation.dll
- Localization.Automation -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\AutomationScripts\Localization.Automation.dll
- OneSkyLocalization.Automation -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\AutomationScripts\OneSkyLocalization.Automation.dll
- AutomationScripts.Automation -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
- Android.Automation -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
- BuildGraph.Automation -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\AutomationScripts\BuildGraph.Automation.dll
- HTML5.Automation -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
- MobileDeviceInterface -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\IOS\MobileDeviceInterface.dll
- IOS.Automation -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
- Linux.Automation -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
- Mac.Automation -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll
- TVOS.Automation -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\AutomationScripts\TVOS\TVOS.Automation.dll
- Win.Automation -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
- XLocLocalization.Automation -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\AutomationScripts\XLocLocalization.Automation.dll
- Took 3,4537267s to run MSBuild.exe, ExitCode=0
- ****** [1/11] Update Version Files
- C:\Program Files\UnrealEngine\
- Saving file list to C:\Program Files\UnrealEngine\Engine\Saved\BuildGraph\Update Version Files\Tag-Update Version Files.xml
- ****** [2/11] Compile UnrealHeaderTool Win64
- Reading local file list from C:\Program Files\UnrealEngine\Engine\Saved\BuildGraph\Update Version Files\Tag-Update Version Files.xml
- Running: C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\MSBuild\15.0\bin\MSBuild.exe "C:/Program Files/UnrealEngine/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj" /verbosity:minimal /nologo /target:Rebuild /property:Configuration=Development /property:Platform=AnyCPU
- DotNETUtilities -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\DotNETUtilities.dll
- UnrealBuildTool -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe
- Took 2,6254583s to run MSBuild.exe, ExitCode=0
- Running: C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe UnrealHeaderTool Win64 Development -clean -NoUBTMakefiles -nobuilduht -precompile -NoHotReload
- Using 'git status' to determine working set for adaptive non-unity build.
- Took 2,4068033s to run UnrealBuildTool.exe, ExitCode=0
- Running: C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe UnrealHeaderTool Win64 Development -NoUBTMakefiles -nobuilduht -precompile -noxge -generatemanifest -NoHotReload -ignorejunk
- Using 'git status' to determine working set for adaptive non-unity build.
- Took 1,2971143s to run UnrealBuildTool.exe, ExitCode=0
- Running: C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe UnrealHeaderTool Win64 Development -NoUBTMakefiles -nobuilduht -precompile -noxge -NoHotReload -ignorejunk
- Using 'git status' to determine working set for adaptive non-unity build.
- Performing 36 actions (12 in parallel)
- [4/36] Resource PCLaunch.rc
- [7/36] Resource PCLaunch.rc
- [2/36] Resource ModuleVersionResource.rc.inl
- SharedPCH.Core.cpp
- PCH.Core.cpp
- Module.UnrealHeaderTool.cpp
- PCH.CoreUObject.cpp
- Module.ApplicationCore.cpp
- Module.Json.cpp
- Module.Projects.cpp
- Module.Core.5_of_8.cpp
- Module.Core.1_of_8.cpp
- Module.Core.6_of_8.cpp
- Module.Core.4_of_8.cpp
- Module.Core.2_of_8.cpp
- Module.Core.8_of_8.cpp
- Module.Core.3_of_8.cpp
- Module.Core.7_of_8.cpp
- Module.CoreUObject.1_of_6.cpp
- Module.CoreUObject.4_of_6.cpp
- Module.CoreUObject.2_of_6.cpp
- Module.CoreUObject.3_of_6.cpp
- Module.CoreUObject.5_of_6.cpp
- Module.CoreUObject.6_of_6.cpp
- [25/36] Link UnrealHeaderTool-ApplicationCore.lib
- Bibliothek "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-ApplicationCore.lib" und Objekt "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-ApplicationCore.exp" werden erstellt.
- [26/36] Link UnrealHeaderTool-Projects.lib
- Bibliothek "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-Projects.lib" und Objekt "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-Projects.exp" werden erstellt.
- [27/36] Link UnrealHeaderTool-Json.lib
- Bibliothek "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-Json.lib" und Objekt "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-Json.exp" werden erstellt.
- [28/36] Link UnrealHeaderTool-Core.lib
- [29/36] Link UnrealHeaderTool-Core.dll
- Bibliothek "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-Core.lib" und Objekt "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-Core.exp" werden erstellt.
- Bibliothek "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-Core.suppressed.lib" und Objekt "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-Core.suppressed.exp" werden erstellt.
- [30/36] Link UnrealHeaderTool-Projects.dll
- [31/36] Link UnrealHeaderTool-ApplicationCore.dll
- [32/36] Link UnrealHeaderTool-Json.dll
- Bibliothek "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-Json.suppressed.lib" und Objekt "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-Json.suppressed.exp" werden erstellt.
- Bibliothek "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-Projects.suppressed.lib" und Objekt "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-Projects.suppressed.exp" werden erstellt.
- Bibliothek "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-ApplicationCore.suppressed.lib" und Objekt "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-ApplicationCore.suppressed.exp" werden erstellt.
- [33/36] Link UnrealHeaderTool.lib
- Bibliothek "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool.lib" und Objekt "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool.exp" werden erstellt.
- [34/36] Link UnrealHeaderTool-CoreUObject.lib
- [35/36] Link UnrealHeaderTool-CoreUObject.dll
- Bibliothek "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-CoreUObject.suppressed.lib" und Objekt "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-CoreUObject.suppressed.exp" werden erstellt.
- Bibliothek "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-CoreUObject.lib" und Objekt "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-CoreUObject.exp" werden erstellt.
- [36/36] Link UnrealHeaderTool.exe
- Total build time: 63,01 seconds (Local executor: 60,84 seconds)
- Took 63,4316727s to run UnrealBuildTool.exe, ExitCode=0
- Saving local manifest to C:\Program Files\UnrealEngine\Engine\Saved\BuildGraph\Compile UnrealHeaderTool Win64\Manifest.xml
- Saving file list to C:\Program Files\UnrealEngine\Engine\Saved\BuildGraph\Compile UnrealHeaderTool Win64\Tag-Compile UnrealHeaderTool Win64.xml
- ****** [3/11] Compile UE4Editor Win64
- Reading local file list from C:\Program Files\UnrealEngine\Engine\Saved\BuildGraph\Compile UnrealHeaderTool Win64\Tag-Compile UnrealHeaderTool Win64.xml
- Reading local file list from C:\Program Files\UnrealEngine\Engine\Saved\BuildGraph\Update Version Files\Tag-Update Version Files.xml
- Reading shared manifest from C:\Program Files\UnrealEngine\Engine\Saved\BuildGraph\Compile UnrealHeaderTool Win64\Manifest.xml
- Running: C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\MSBuild\15.0\bin\MSBuild.exe "C:/Program Files/UnrealEngine/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj" /verbosity:minimal /nologo /target:Rebuild /property:Configuration=Development /property:Platform=AnyCPU
- DotNETUtilities -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\DotNETUtilities.dll
- UnrealBuildTool -> C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe
- Took 2,9536361s to run MSBuild.exe, ExitCode=0
- Running: C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Editor Win64 Development -clean -NoUBTMakefiles -nobuilduht -precompile -nobuilduht -NoHotReload -ignorejunk
- Using 'git status' to determine working set for adaptive non-unity build.
- Took 6,0637902s to run UnrealBuildTool.exe, ExitCode=0
- Running: C:\Program Files\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Editor Win64 Development -generatemanifest -nobuilduht -xgeexport -NoUBTMakefiles -nobuilduht -precompile -NoHotReload -ignorejunk
- Using 'git status' to determine working set for adaptive non-unity build.
- Parsing headers for UE4Editor
- Running UnrealHeaderTool UE4Editor "C:\Program Files\UnrealEngine\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors
- Reflection code generated for UE4Editor in 45,0421111 seconds
- XGEEXPORT: Exported 'C:\Program Files\UnrealEngine\Engine\Intermediate\Build\UBTExport.000.xge.xml'
- Took 92,4963793s to run UnrealBuildTool.exe, ExitCode=0
- Building with 16 processes...
- Unhandled Exception:
- Unhandled Exception:
- Unhandled Exception:
- Unhandled Exception:
- Unhandled Exception:
- Unhandled Exception:
- Unhandled Exception: Unhandled Exception: Unhandled Exception: Unhandled Exception: Unhandled Exception: Unhandled Exception:
- Unhandled Exception:
- Unhandled Exception: Unhandled Exception: Unhandled Exception: System.ComponentModel.Win32Exception: Access Denied
- at AutomationTool.ManagedProcess..ctor(String FileName, String CommandLine, String WorkingDirectory, IReadOnlyDictionary`2 Environment, String Input, ManagedProcessPriority Priority) in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ManagedProcess.cs:Zeile 307.
- at AutomationTool.ParallelExecutor.BuildActionExecutor.Run() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 61.
- at AutomationTool.ParallelExecutor.<>c__DisplayClass3_0.<Execute>b__1() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 120.
- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
- at System.Threading.ThreadHelper.ThreadStart()
- System.ComponentModel.Win32Exception: Access Denied
- at AutomationTool.ManagedProcess..ctor(String FileName, String CommandLine, String WorkingDirectory, IReadOnlyDictionary`2 Environment, String Input, ManagedProcessPriority Priority) in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ManagedProcess.cs:Zeile 307.
- at AutomationTool.ParallelExecutor.BuildActionExecutor.Run() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 61.
- at AutomationTool.ParallelExecutor.<>c__DisplayClass3_0.<Execute>b__1() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 120.
- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
- at System.Threading.ThreadHelper.ThreadStart()
- System.ComponentModel.Win32Exception: Access Denied
- at AutomationTool.ManagedProcess..ctor(String FileName, String CommandLine, String WorkingDirectory, IReadOnlyDictionary`2 Environment, String Input, ManagedProcessPriority Priority) in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ManagedProcess.cs:Zeile 307.
- at AutomationTool.ParallelExecutor.BuildActionExecutor.Run() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 61.
- at AutomationTool.ParallelExecutor.<>c__DisplayClass3_0.<Execute>b__1() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 120.
- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
- at System.Threading.ThreadHelper.ThreadStart()
- System.ComponentModel.Win32Exception: Access Denied
- at AutomationTool.ManagedProcess..ctor(String FileName, String CommandLine, String WorkingDirectory, IReadOnlyDictionary`2 Environment, String Input, ManagedProcessPriority Priority) in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ManagedProcess.cs:Zeile 307.
- at AutomationTool.ParallelExecutor.BuildActionExecutor.Run() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 61.
- at AutomationTool.ParallelExecutor.<>c__DisplayClass3_0.<Execute>b__1() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 120.
- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
- at System.Threading.ThreadHelper.ThreadStart()
- System.ComponentModel.Win32Exception: Access Denied
- at AutomationTool.ManagedProcess..ctor(String FileName, String CommandLine, String WorkingDirectory, IReadOnlyDictionary`2 Environment, String Input, ManagedProcessPriority Priority) in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ManagedProcess.cs:Zeile 307.
- at AutomationTool.ParallelExecutor.BuildActionExecutor.Run() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 61.
- at AutomationTool.ParallelExecutor.<>c__DisplayClass3_0.<Execute>b__1() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 120.
- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
- at System.Threading.ThreadHelper.ThreadStart()
- System.ComponentModel.Win32Exception: Access Denied
- at AutomationTool.ManagedProcess..ctor(String FileName, String CommandLine, String WorkingDirectory, IReadOnlyDictionary`2 Environment, String Input, ManagedProcessPriority Priority) in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ManagedProcess.cs:Zeile 307.
- at AutomationTool.ParallelExecutor.BuildActionExecutor.Run() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 61.
- at AutomationTool.ParallelExecutor.<>c__DisplayClass3_0.<Execute>b__1() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 120.
- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
- at System.Threading.ThreadHelper.ThreadStart()
- System.ComponentModel.Win32Exception: Access Denied
- at AutomationTool.ManagedProcess..ctor(String FileName, String CommandLine, String WorkingDirectory, IReadOnlyDictionary`2 Environment, String Input, ManagedProcessPriority Priority) in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ManagedProcess.cs:Zeile 307.
- at AutomationTool.ParallelExecutor.BuildActionExecutor.Run() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 61.
- at AutomationTool.ParallelExecutor.<>c__DisplayClass3_0.<Execute>b__1() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 120.
- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
- at System.Threading.ThreadHelper.ThreadStart()
- System.ComponentModel.Win32Exception: Access Denied
- at AutomationTool.ManagedProcess..ctor(String FileName, String CommandLine, String WorkingDirectory, IReadOnlyDictionary`2 Environment, String Input, ManagedProcessPriority Priority) in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ManagedProcess.cs:Zeile 307.
- at AutomationTool.ParallelExecutor.BuildActionExecutor.Run() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 61.
- at AutomationTool.ParallelExecutor.<>c__DisplayClass3_0.<Execute>b__1() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 120.
- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
- at System.Threading.ThreadHelper.ThreadStart()System.ComponentModel.Win32Exception: Access Denied
- at AutomationTool.ManagedProcess..ctor(String FileName, String CommandLine, String WorkingDirectory, IReadOnlyDictionary`2 Environment, String Input, ManagedProcessPriority Priority) in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ManagedProcess.cs:Zeile 307.
- at AutomationTool.ParallelExecutor.BuildActionExecutor.Run() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 61.
- at AutomationTool.ParallelExecutor.<>c__DisplayClass3_0.<Execute>b__1() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 120.
- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
- at System.Threading.ThreadHelper.ThreadStart()
- System.ComponentModel.Win32Exception: Access Denied
- at AutomationTool.ManagedProcess..ctor(String FileName, String CommandLine, String WorkingDirectory, IReadOnlyDictionary`2 Environment, String Input, ManagedProcessPriority Priority) in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ManagedProcess.cs:Zeile 307.
- at AutomationTool.ParallelExecutor.BuildActionExecutor.Run() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 61.
- at AutomationTool.ParallelExecutor.<>c__DisplayClass3_0.<Execute>b__1() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 120.
- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
- at System.Threading.ThreadHelper.ThreadStart()System.ComponentModel.Win32Exception: Access Denied
- at AutomationTool.ManagedProcess..ctor(String FileName, String CommandLine, String WorkingDirectory, IReadOnlyDictionary`2 Environment, String Input, ManagedProcessPriority Priority) in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ManagedProcess.cs:Zeile 307.
- at AutomationTool.ParallelExecutor.BuildActionExecutor.Run() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 61.
- at AutomationTool.ParallelExecutor.<>c__DisplayClass3_0.<Execute>b__1() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 120.
- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
- at System.Threading.ThreadHelper.ThreadStart()
- System.ComponentModel.Win32Exception: Access Denied
- at AutomationTool.ManagedProcess..ctor(String FileName, String CommandLine, String WorkingDirectory, IReadOnlyDictionary`2 Environment, String Input, ManagedProcessPriority Priority) in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ManagedProcess.cs:Zeile 307.
- at AutomationTool.ParallelExecutor.BuildActionExecutor.Run() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 61.
- at AutomationTool.ParallelExecutor.<>c__DisplayClass3_0.<Execute>b__1() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 120.
- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
- at System.Threading.ThreadHelper.ThreadStart()System.ComponentModel.Win32Exception: Access Denied
- at AutomationTool.ManagedProcess..ctor(String FileName, String CommandLine, String WorkingDirectory, IReadOnlyDictionary`2 Environment, String Input, ManagedProcessPriority Priority) in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ManagedProcess.cs:Zeile 307.
- at AutomationTool.ParallelExecutor.BuildActionExecutor.Run() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 61.
- at AutomationTool.ParallelExecutor.<>c__DisplayClass3_0.<Execute>b__1() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 120.
- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
- at System.Threading.ThreadHelper.ThreadStart()
- System.ComponentModel.Win32Exception: Access Denied
- at AutomationTool.ManagedProcess..ctor(String FileName, String CommandLine, String WorkingDirectory, IReadOnlyDictionary`2 Environment, String Input, ManagedProcessPriority Priority) in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ManagedProcess.cs:Zeile 307.
- at AutomationTool.ParallelExecutor.BuildActionExecutor.Run() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 61.
- at AutomationTool.ParallelExecutor.<>c__DisplayClass3_0.<Execute>b__1() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 120.
- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
- at System.Threading.ThreadHelper.ThreadStart()System.ComponentModel.Win32Exception: Access Denied
- at AutomationTool.ManagedProcess..ctor(String FileName, String CommandLine, String WorkingDirectory, IReadOnlyDictionary`2 Environment, String Input, ManagedProcessPriority Priority) in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ManagedProcess.cs:Zeile 307.
- at AutomationTool.ParallelExecutor.BuildActionExecutor.Run() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 61.
- at AutomationTool.ParallelExecutor.<>c__DisplayClass3_0.<Execute>b__1() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 120.
- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
- at System.Threading.ThreadHelper.ThreadStart()
- System.ComponentModel.Win32Exception: Access Denied
- at AutomationTool.ManagedProcess..ctor(String FileName, String CommandLine, String WorkingDirectory, IReadOnlyDictionary`2 Environment, String Input, ManagedProcessPriority Priority) in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ManagedProcess.cs:Zeile 307.
- at AutomationTool.ParallelExecutor.BuildActionExecutor.Run() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 61.
- at AutomationTool.ParallelExecutor.<>c__DisplayClass3_0.<Execute>b__1() in C:\Program Files\UnrealEngine\Engine\Source\Programs\AutomationTool\AutomationUtils\ParallelExecutor.cs:Zeile 120.
- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
- at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
- at System.Threading.ThreadHelper.ThreadStart()
- BUILD FAILED
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