Unreal "RunUAT.sh ... BUILD FAILED" in CI
RunUAT runs the Unreal Automation Tool, which orchestrates build, cook, and stage. "BUILD FAILED" is the summary line; the actual error is a compile, cook, or stage failure logged above it.
What this error means
A RunUAT.sh BuildCookRun ... step ends with "AutomationTool exiting with ExitCode=1" and "BUILD FAILED", with the underlying error earlier in the log.
AutomationTool executed for 0h 4m 12s
AutomationTool exiting with ExitCode=1 (Error_Unknown)
RunUAT.sh ERROR: AutomationTool was unable to run successfully.
BUILD FAILEDCommon causes
A compile or cook step failed upstream
RunUAT chains several phases. A C++ compile error in UnrealBuildTool or a cook failure makes the whole BuildCookRun report BUILD FAILED.
Missing engine paths or arguments
A wrong project path, target, or platform argument makes AutomationTool exit before doing useful work.
How to fix it
Find the first real error in the AutomationTool log
- Scroll up from "BUILD FAILED" to the first
ERROR:or compile failure. - Fix that compile, cook, or argument issue specifically.
- Re-run RunUAT; the summary line is not the cause.
Run BuildCookRun with explicit args
Pass the project, platform, and target explicitly so AutomationTool has everything it needs.
./Engine/Build/BatchFiles/RunUAT.sh BuildCookRun \
-project="$PWD/MyGame.uproject" -noP4 -platform=Linux \
-clientconfig=Development -cook -build -stage -pakHow to prevent it
- Read the upstream error, not just the BUILD FAILED summary.
- Pass explicit project, platform, and config arguments.
- Keep the engine and project on matching versions.