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  1. UnrealBuildTool.GuardedMain: Command line: "C:\Program Files\Epic Games\UE_4.20\Engine\Binaries\DotNET\UnrealBuildTool.exe" Slider2 IOS Shipping -Project=C:\UNREALPROJECTS\Slider\DividedMoon\Slider2.uproject C:\UNREALPROJECTS\Slider\DividedMoon\Slider2.uproject -NoUBTMakefiles -remoteini="C:\UNREALPROJECTS\Slider\DividedMoon" -skipdeploy -noxge -generatemanifest -NoHotReload -log="C:\Users\Developer\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\UBT-Slider2-IOS-Shipping.txt"
  2. GitSourceFileWorkingSet..ctor: Using 'git status' to determine working set for adaptive non-unity build.
  3. RemoteToolChain.InitializeRemoteExecution: Picking the default remote server macDev
  4. RemoteToolChain.SSHCommand: Doing date +"%s" && sysctl hw.memsize | awk '{print $2}' && sysctl hw.logicalcpu | awk '{print $2}'
  5. RemoteToolChain.SSHCommand: Execute took 00:00:00.5219825
  6. <>c.<PrintExceptionInfo>b__4_1: ==============================================================================
  7. <>c.<PrintExceptionInfo>b__4_0: ERROR: Failed to run init commands on remote server macDev. Output = Permission denied (publickey,password,keyboard-interactive).
  8. <>c.<PrintExceptionInfo>b__4_0: (see C:\Users\Developer\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\UBT-Slider2-IOS-Shipping.txt for full exception trace)
  9. <>c.<PrintExceptionInfo>b__4_1:
  10. <>c.<PrintExceptionInfo>b__4_1: BuildException: Failed to run init commands on remote server macDev. Output = Permission denied (publickey,password,keyboard-interactive).
  11. <>c.<PrintExceptionInfo>b__4_1: at UnrealBuildTool.RPCUtilHelper.Initialize(String InMacName, Boolean bFlushBuildDir) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RPCUtilHelper.cs:line 124
  12. <>c.<PrintExceptionInfo>b__4_1: at UnrealBuildTool.RemoteToolChain.InitializeRemoteExecution(Boolean bFlushBuildDir) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\ToolChain\RemoteToolChain.cs:line 480
  13. <>c.<PrintExceptionInfo>b__4_1: at UnrealBuildTool.RemoteToolChain.SetUpGlobalEnvironment(ReadOnlyTargetRules Target) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\ToolChain\RemoteToolChain.cs:line 551
  14. <>c.<PrintExceptionInfo>b__4_1: at UnrealBuildTool.IOSToolChain.SetUpGlobalEnvironment(ReadOnlyTargetRules Target) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Platform\IOS\IOSToolChain.cs:line 208
  15. <>c.<PrintExceptionInfo>b__4_1: at UnrealBuildTool.UEBuildTarget.SetupGlobalEnvironment(UEToolChain ToolChain, CppCompileEnvironment GlobalCompileEnvironment, LinkEnvironment GlobalLinkEnvironment) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 3694
  16. <>c.<PrintExceptionInfo>b__4_1: at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, CPPHeaders Headers, List`1 OutputItems, List`1 UObjectModules, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph, EHotReload HotReload, Boolean bIsAssemblingBuild) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 2018
  17. <>c.<PrintExceptionInfo>b__4_1: at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String[] Arguments, FileReference ProjectFile, Boolean bCatchExceptions) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 1480
  18. <>c.<PrintExceptionInfo>b__4_1: ==============================================================================
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