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UE 5.1 Build failed on "Make Feature Packs" #343
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Any luck with this? I'm agetting the exact same error on 5.3.2. I was able to run the build command successfully directly from my Win11 desktop but running the same command in a VM fails with the same error you get. |
For other instances of that error code (3221225781 == -1073741515 == 0xC0000135 == Weird that happened for a binary we (presumably) compiled earlier in the build though. Maybe it depends on a DLL that came in binary form from gitdeps, and that is the one which needs another redistributable installed. If you're able to reproduce this in a VM, i.e. with a UI, I expected you'd get a popup saying which DLL was missing. Otherwise, you could use a tool like https://pypi.org/project/dll-diagnostics/ or https://github.com/lucasg/Dependencies on |
From what I can tell C:\UnrealEngine\FeaturePacks\TP_HandheldARBP.upack doesn't actually exist on the container where this fails. I see it when i attach to the container which it succeeds on. I think these get built when the engine is built but i'm not certain. I've been trying to figure out a good way to keep the container around once this fails to further inspect things. Is that possible? |
I was able to spin up a container from the one that failed and I made a little progress, confirmed it is a missing DLL. Also this seems to be intermittent since the build is failing on my desktop too now. UnrealPak-ApplicationCore.dll missing
Only log lines that mention UnrealPak-ApplicationCore
Location of UnrealPak-ApplicationCore dlls?
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Also maybe relevant? Although these errors also appear in logs for when the builds worked. This is during the prerequisites build:
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So, are you trying to say that errors do not abort ue4-build-prerequisites image? |
@slonopotamus appears that way, at least for these errors. But like I said I've successfully built the minimal image despite seeing those errors in ue4-build-prerequisites More progress, though I don't entirely know why its failing to find these dlls. dlldiag trace command errors out when I try to trace UnrealPak-ApplicationCore.dll UnrealPak-ApplicationCore.dll exists but is missing deps
xinput1_3.dll looks like its present though?
dlldiag trace error:
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I would assume C:\UnrealEngine\Engine\Binaries\ThirdParty\AppLocalDependencies\Win64\DirectX isn't in the path, so executables can't see it. I expect something is supposed to install stuff from there, but I don't have the code at hand so can't say for sure. The failure with In the working image, does C:\Windows\System32\xinput1_3.dll exist? What does Anyway, I can see two apparent bugs here, but neither one seems causal.
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In the working image C:\Windows\System32\xinput1_3.dll does exist. Unfortunately the trace also fails on the working container. Is there anything else I could try to get to help debug this further? Does it sound like the issue is maybe with the prerequisites container? Unfortunately I don't have a log of the prereq container being built prior to a successful build. I could try building that a few more times to see if those expand errors are intermittent. I could also try to rebuild UnrealPak.exe to see if that is failing? I'm not sure the command syntax to do that. I appreciate the help! |
Just to be clear, C:\Windows\System32\xinput1_3.dll doesn't exist in the failed image, do I have that correct? The So yeah, I'm not sure, but it seems like rebuilding ue-prerequisites container and checking the log to ensure the files are extracted would be the go. We definitely need to fix the build passing with those errors, we probably need an errorlevel ( Even better will be working out why those lines are failing. We probably also need to check the result of running the redist, as I would guess that the problem lies there somehow, and it failed to extract the cab files we need. I just tried it locally (outside a container) and it seemed to work fine, so it's probably not a problem with the redist itself. But it did pop up a UI during extraction, which hopefully isn't causing issues. (I don't think that's changed either.) |
Maybe I am misunderstanding PowerShell error handling... I thought that this would be enough to abort everything in case of an error. |
It looks like PowerShell 7.3 introduced So if you tested the script on PowerShell 7.3 or later, it'd probably have stopped as desired. |
@TBBle C:\Windows\System32\xinput1_3.dll does not exist on the failed image. I gather that after a successful prerequisites build, it should. I'll do a few runs today and see if I can grab the log of when it gets placed in that location. |
edited for correctness More progress and I at least found a reliable workaround. Running the build with When installing those problematic packages with I originally didn't specify the |
Did you mean Anyway, it's fantastic that we've identified a workaround. My suspicion is that this is something that only affects Windows 11, as I recall we've seen weird issues with Windows 11 Process Isolation running Server 2022 images, and ended up floating those over to Microsoft to investigate. Are you by any chance using an AMD CPU? |
Thanks - updated my last comment to correct the typos. |
See #216 and microsoft/Windows-Containers#197 |
Yup, the original poster shows |
So.
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…erequisites.ps1
…erequisites.ps1
…erequisites.ps1
…erequisites.ps1
…erequisites.ps1
…erequisites.ps1
…erequisites.ps1
Thanks for the help with this @TBBle and @slonopotamus !! |
Output of the
ue4-docker info
command:Additional details:
No
We are trying to build a Windows docker container with the full Unreal Engine for CI/CD but for the life of me can't get passed the "Make Feature Packs" and it seems that not even an error logfile gets produces based from it saying "None!, no output produced". I have tried both vs2019/vs2022 as well as both the built in 5.1 build and the custom build with the url to the UE 5.1 branch. Below is the command I use as well as my system info (Actually disk space available is 1.1 TB, but we are copying some files over at the time of capture). Any help is appreciated!
Command:
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