Issue building starter project

Hey, I'm having an error when trying to compile the starter project for the first time (following this section of the docs: https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/project_setup.html#_project_compilation) I'm getting this:
Project Setup :: Satisfactory Modding Documentation
Now that you’ve installed all of the prerequisite software and got a copy of the starter project, it’s time to start setting the...
Solution:
I guess it's a pretty hacky fix, but you can remove the PreBuildSteps entry from the .uproject
Jump to solution
27 Replies
Spokloo
SpoklooOP2mo ago
Build started at 20:15...
1>------ Build started: Project: EpicGames.OIDC, Configuration: Development Any CPU ------
2>------ Build started: Project: FactoryGame (Games\FactoryGame\FactoryGame), Configuration: Development_Editor x64 ------
2>Using bundled DotNet SDK version: 6.0.302
2>Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" FactoryEditor Win64 Development -Project="C:\SatisfactoryModding\SatisfactoryModLoader\FactoryGame.uproject" -WaitMutex -FromMsBuild
2>Log file: C:\Users\Spokloo\AppData\Local\UnrealBuildTool\Log.txt
2>Using 'git status' to determine working set for adaptive non-unity build (C:\SatisfactoryModding\SatisfactoryModLoader).
2>Creating makefile for FactoryEditor (no existing makefile)
2>[FactoryEditor] FactoryGame: IsPublicBuild: 1 WithCheats: 0
2>C:\SatisfactoryModding\SatisfactoryModLoader\Plugins\Wwise\Source\WwiseReconcile\WwiseReconcile.Build.cs : warning : Modules must specify an explicit precompiled header (eg. PrivatePCHHeaderFile = "Private/Widgets/ProjectedResultColumn.h") from UE 4.21 onwards.
2>Le chemin d'accès spécifié est introuvable.
2>Total execution time: 4.25 seconds
2>Custom build step C:\WINDOWS\system32\cmd.exe /C "C:\SatisfactoryModding\SatisfactoryModLoader\Intermediate\Build\Win64\x64\FactoryEditor\Development\PreBuild-1.bat" terminated with exit code 1
2>C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command ""C:\Program Files\Unreal Engine - CSS\Engine\Build\BatchFiles\Build.bat" FactoryEditor Win64 Development -Project="C:\SatisfactoryModding\SatisfactoryModLoader\FactoryGame.uproject" -WaitMutex -FromMsBuild" exited with code 6.
2>Done building project "FactoryGame.vcxproj" -- FAILED.
========== Build: 1 succeeded, 1 failed, 9 up-to-date, 0 skipped ==========
========== Build completed at 20:15 and took 06,306 seconds ==========
Build started at 20:15...
1>------ Build started: Project: EpicGames.OIDC, Configuration: Development Any CPU ------
2>------ Build started: Project: FactoryGame (Games\FactoryGame\FactoryGame), Configuration: Development_Editor x64 ------
2>Using bundled DotNet SDK version: 6.0.302
2>Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" FactoryEditor Win64 Development -Project="C:\SatisfactoryModding\SatisfactoryModLoader\FactoryGame.uproject" -WaitMutex -FromMsBuild
2>Log file: C:\Users\Spokloo\AppData\Local\UnrealBuildTool\Log.txt
2>Using 'git status' to determine working set for adaptive non-unity build (C:\SatisfactoryModding\SatisfactoryModLoader).
2>Creating makefile for FactoryEditor (no existing makefile)
2>[FactoryEditor] FactoryGame: IsPublicBuild: 1 WithCheats: 0
2>C:\SatisfactoryModding\SatisfactoryModLoader\Plugins\Wwise\Source\WwiseReconcile\WwiseReconcile.Build.cs : warning : Modules must specify an explicit precompiled header (eg. PrivatePCHHeaderFile = "Private/Widgets/ProjectedResultColumn.h") from UE 4.21 onwards.
2>Le chemin d'accès spécifié est introuvable.
2>Total execution time: 4.25 seconds
2>Custom build step C:\WINDOWS\system32\cmd.exe /C "C:\SatisfactoryModding\SatisfactoryModLoader\Intermediate\Build\Win64\x64\FactoryEditor\Development\PreBuild-1.bat" terminated with exit code 1
2>C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command ""C:\Program Files\Unreal Engine - CSS\Engine\Build\BatchFiles\Build.bat" FactoryEditor Win64 Development -Project="C:\SatisfactoryModding\SatisfactoryModLoader\FactoryGame.uproject" -WaitMutex -FromMsBuild" exited with code 6.
2>Done building project "FactoryGame.vcxproj" -- FAILED.
========== Build: 1 succeeded, 1 failed, 9 up-to-date, 0 skipped ==========
========== Build completed at 20:15 and took 06,306 seconds ==========
FICSIT-Fred
FICSIT-Fred2mo ago
(Identified known error ExitCode6MoreInfoNeeded in your logs matching exited with code 6) Exit code 6 is just a generic failure message. If you'd like help with this error, make sure that you also share the rest of the output as described here: https://docs.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/project_setup.html#_the_command_exited_with_code_6 -# Responding to exitcode6moreinfoneeded triggered by @Spokloo
Spokloo
SpoklooOP2mo ago
That's the output I got from the Output > Build tab so I don't have further info I don't think
Rex
Rex2mo ago
Yeah, the bot is meant to tell people that only post a screenshot of that "exited with code" thing
Mircea
Mircea2mo ago
The specified path could not be found.
Now which path does that refer to...
Spokloo
SpoklooOP2mo ago
Yeah I'm not sure as well Ah ok!
Mircea
Mircea2mo ago
powershell -Command "$file = '$(ProjectDir)\Plugins\Wwise\Source\AudiokineticTools\Private\WwiseProject\AcousticTextureParamLookup.cpp'; if (Test-Path $file) { if (!(Select-String -Path $file -Pattern 'UE_LOG(LogAudiokineticTools, Warning,' -SimpleMatch -Quiet)) { (Get-Content $file) -replace 'UE_LOG\(LogAudiokineticTools, Error,', 'UE_LOG(LogAudiokineticTools, Warning,' | Out-File -encoding UTF8 $file } }" This is what it's trying to run, to fix an issue with wwise So I guess the only file would be $(ProjectDir)\Plugins\Wwise\Source\AudiokineticTools\Private\WwiseProject\AcousticTextureParamLookup.cpp Unless it's referring to powershell
Spokloo
SpoklooOP2mo ago
The file does exist and so does powershell 🤔 Maybe $(ProjectDir) is not the right one?
Mircea
Mircea2mo ago
Check C:\SatisfactoryModding\SatisfactoryModLoader\Intermediate\Build\Win64\x64\FactoryEditor\Development\PreBuild-1.bat It should hopefully still exist even after the build
Spokloo
SpoklooOP2mo ago
Yep it does
@echo off
powershell -Command "$file = 'C:\SatisfactoryModding\SatisfactoryModLoader\Plugins\Wwise\Source\AudiokineticTools\Private\WwiseProject\AcousticTextureParamLookup.cpp'; if (Test-Path $file) { if (!(Select-String -Path $file -Pattern 'UE_LOG(LogAudiokineticTools, Warning,' -SimpleMatch -Quiet)) { (Get-Content $file) -replace 'UE_LOG\(LogAudiokineticTools, Error,', 'UE_LOG(LogAudiokineticTools, Warning,' | Out-File -encoding UTF8 $file } }"
@echo off
powershell -Command "$file = 'C:\SatisfactoryModding\SatisfactoryModLoader\Plugins\Wwise\Source\AudiokineticTools\Private\WwiseProject\AcousticTextureParamLookup.cpp'; if (Test-Path $file) { if (!(Select-String -Path $file -Pattern 'UE_LOG(LogAudiokineticTools, Warning,' -SimpleMatch -Quiet)) { (Get-Content $file) -replace 'UE_LOG\(LogAudiokineticTools, Error,', 'UE_LOG(LogAudiokineticTools, Warning,' | Out-File -encoding UTF8 $file } }"
Mircea
Mircea2mo ago
Looks correct What happens if you run that .bat (from cmd so that you can see the output before it closes)
Spokloo
SpoklooOP2mo ago
No errors lmao wtf And no messages in cmd
Mircea
Mircea2mo ago
I guess try building the project again?
Spokloo
SpoklooOP2mo ago
Same error
Mircea
Mircea2mo ago
Wtf
Solution
Mircea
Mircea2mo ago
I guess it's a pretty hacky fix, but you can remove the PreBuildSteps entry from the .uproject
Spokloo
SpoklooOP2mo ago
Then do I generate VS project files again?
Mircea
Mircea2mo ago
Shouldn't need to, but doesn't hurt
Spokloo
SpoklooOP2mo ago
Ok sure It seems to be running smoothly for now What is the command supposed to do? And should I readd it later or should I let it permanently deleted?
Mircea
Mircea2mo ago
It fixes one line of a wwise file because it logs an error, which breaks Alpakit It only needs to run once
Spokloo
SpoklooOP2mo ago
Ah so when I ran it in powershell it should have worked right? Hope it won't break it 🤞 Anyway thanks for you help
Mircea
Mircea2mo ago
No problem
Spokloo
SpoklooOP2mo ago
It seems to have failed again after 38min of wait But I don't see any error messages this time, other than the exit code 6 thing
Rex
Rex2mo ago
Try building again (do NOT rebuild) and see if there's errors
Spokloo
SpoklooOP2mo ago
Oh thanks, that worked
Rex
Rex2mo ago
That's odd, but it worked so ¯\_(ツ)_/¯
Spokloo
SpoklooOP2mo ago
Yeah xD I don't know if I should make another thread, but I've got an issue with alpakit when trying to package SML
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