Unreal Engine 5.3 Automation Error

If I try to build (ctrl+Shift+B). I want to fix this issue, it’s give me headache last 2 days, any one can fixe this I am working on a project. that project last date to submit tomorrow. I am use UE 5.3 and VS2022

Build started at 10:52 AM…
1>------ Build started: Project: EpicGames.Slack, Configuration: Development Any CPU ------
2>------ Build started: Project: EpicGames.Tracing, Configuration: Development Any CPU ------
3>------ Build started: Project: EpicGames.OIDC, Configuration: Development Any CPU ------
4>------ Build started: Project: EpicGames.Oodle, Configuration: Development Any CPU ------
5>------ Build started: Project: EpicGames.Jupiter, Configuration: Development Any CPU ------
6>------ Skipped Build: Project: UE5, Configuration: BuiltWithUnrealBuildTool Win64 ------
6>Project not selected to build for this solution configuration
7>------ Build started: Project: EpicGames.IoHash, Configuration: Development Any CPU ------
8>------ Build started: Project: ScriptGeneratorUbtPlugin.ubtplugin, Configuration: Development Any CPU ------
9>------ Build started: Project: EpicGames.MsBuild, Configuration: Development Any CPU ------
10>------ Build started: Project: EpicGames.Box, Configuration: Development Any CPU ------
11>------ Build started: Project: EpicGames.Redis, Configuration: Development Any CPU ------
12>------ Build started: Project: EpicGames.Perforce.Managed, Configuration: Development Any CPU ------
13>------ Build started: Project: EpicGames.Build, Configuration: Development Any CPU ------
14>------ Build started: Project: EpicGames.Horde, Configuration: Development Any CPU ------
15>------ Build started: Project: EpicGames.BuildGraph, Configuration: Development Any CPU ------
16>------ Build started: Project: UnrealBuildTool, Configuration: Development Any CPU ------
17>------ Build started: Project: UE5Rules, Configuration: Development Any CPU ------
18>------ Build started: Project: UE5_GameplaySystems, Configuration: Development_Editor x64 ------
19>------ Build started: Project: AutomationUtils.Automation, Configuration: Development Any CPU ------
20>------ Build started: Project: BuildGraph.Automation, Configuration: Development Any CPU ------
21>------ Build started: Project: Localization.Automation, Configuration: Development Any CPU ------
22>------ Build started: Project: SteamDeck.Automation, Configuration: Development Any CPU ------
23>------ Build started: Project: XLocLocalization.Automation, Configuration: Development Any CPU ------
24>------ Build started: Project: Linux.Automation, Configuration: Development Any CPU ------
25>------ Build started: Project: AutomationScripts.Automation, Configuration: Development Any CPU ------
26>------ Build started: Project: SmartlingLocalization.Automation, Configuration: Development Any CPU ------
27>------ Build started: Project: OneSkyLocalization.Automation, Configuration: Development Any CPU ------
28>------ Build started: Project: CrowdinLocalization.Automation, Configuration: Development Any CPU ------
29>------ Build started: Project: Apple.Automation, Configuration: Development Any CPU ------
30>------ Build started: Project: Mac.Automation, Configuration: Development Any CPU ------
18>Using bundled DotNet SDK version: 6.0.302
18>Running UnrealBuildTool: dotnet “....\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” UE5_GameplaySystemsEditor Win64 Development -Project=“E:\VS_Code\UE5_GameplaySystems\UE5_GameplaySystems.uproject” -WaitMutex -FromMsBuild
31>------ Build started: Project: IOS.Automation, Configuration: Development Any CPU ------
32>------ Build started: Project: TVOS.Automation, Configuration: Development Any CPU ------
20>E:\Development\Epic Games\UE_5.3\Engine\Source\Programs\AutomationTool\BuildGraph\BgScriptReader.cs(1640,12,1640,16): error CS0103: The name ‘user’ does not exist in the current context
20>E:\Development\Epic Games\UE_5.3\Engine\Source\Programs\AutomationTool\BuildGraph\BgScriptReader.cs(1640,55,1640,60): error CS8604: Possible null reference argument for parameter ‘other’ in ‘void HashSet.UnionWith(IEnumerable other)’.
20>Done building project “BuildGraph.Automation.csproj” – FAILED.
17>E:\Development\Epic Games\UE_5.3\Engine\Source\ThirdParty\Windows\VisualStudioDTE\VisualStudioDTE.Build.cs(55,26,55,140): warning CA1416: This call site is reachable on all platforms. ‘Registry.GetValue(string, string?, object?)’ is only supported on: ‘windows’. (
)
17>E:\Development\Epic Games\UE_5.3\Engine\Source\ThirdParty\NVIDIA\Rivermax\RivermaxLib.build.cs(17,33,17,142): warning CA1416: This call site is reachable on all platforms. ‘Registry.GetValue(string, string?, object?)’ is only supported on: ‘windows’. (
)
17>E:\Development\Epic Games\UE_5.3\Engine\Source\ThirdParty\Windows\XInput\XInput.Build.cs(27,10,27,92): warning CA1416: This call site is reachable on all platforms. ‘WindowsExports.TryGetWindowsSdkDir(string, out Version?, out DirectoryReference?)’ is only supported on: ‘windows’. (
)
17>E:\Development\Epic Games\UE_5.3\Engine\Source\Runtime\Core\Core.Build.cs(211,36,211,146): warning CA1416: This call site is reachable on all platforms. ‘Registry.GetValue(string, string?, object?)’ is only supported on: ‘windows’. (
)
17>E:\Development\Epic Games\UE_5.3\Engine\Plugins\Developer\VisualStudioCodeSourceCodeAccess\Source\VisualStudioCodeSourceCodeAccess\VisualStudioCodeSourceCodeAccess.Build.cs(42,27,42,120): warning CA1416: This call site is reachable on all platforms. ‘RegistryKey.OpenSubKey(string)’ is only supported on: ‘windows’. (
)
17>E:\Development\Epic Games\UE_5.3\Engine\Plugins\Developer\VisualStudioCodeSourceCodeAccess\Source\VisualStudioCodeSourceCodeAccess\VisualStudioCodeSourceCodeAccess.Build.cs(42,77,42,100): warning CA1416: This call site is reachable on all platforms. ‘RegistryView.Registry32’ is only supported on: ‘windows’. (
)
17>E:\Development\Epic Games\UE_5.3\Engine\Plugins\Developer\VisualStudioCodeSourceCodeAccess\Source\VisualStudioCodeSourceCodeAccess\VisualStudioCodeSourceCodeAccess.Build.cs(42,27,42,101): warning CA1416: This call site is reachable on all platforms. ‘RegistryKey.OpenBaseKey(RegistryHive, RegistryView)’ is only supported on: ‘windows’. (
)
17>E:\Development\Epic Games\UE_5.3\Engine\Plugins\Developer\VisualStudioCodeSourceCodeAccess\Source\VisualStudioCodeSourceCodeAccess\VisualStudioCodeSourceCodeAccess.Build.cs(42,51,42,75): warning CA1416: This call site is reachable on all platforms. ‘RegistryHive.ClassesRoot’ is only supported on: ‘windows’. (
)
33>------ Build started: Project: Win.Automation, Configuration: Development Any CPU ------
17>E:\Development\Epic Games\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Horde\EpicGames.Horde.csproj : warning NU1903: Package ‘Microsoft.Extensions.Caching.Memory’ 6.0.1 has a known high severity vulnerability, 

17>Done building project “EpicGames.Horde.csproj”.
25>AutomationScripts.Automation → E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Scripts\AutomationScripts.Automation.dll
34>------ Build started: Project: CookedEditor.Automation, Configuration: Development Any CPU ------
35>------ Build started: Project: Android.Automation, Configuration: Development Any CPU ------
17>UE5Rules → E:\Development\Epic Games\UE_5.3\Engine\Intermediate\Build\BuildRulesProjects\UE5Rules\bin\Development\UE5Rules.dll
17>Done building project “UE5Rules.csproj”.
36>------ Build started: Project: UE5ProgramRules, Configuration: Development Any CPU ------
8>ScriptGeneratorUbtPlugin.ubtplugin → E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\UnrealBuildTool\Plugins\ScriptGeneratorUbtPlugin\ScriptGeneratorUbtPlugin.dll
36>E:\Development\Epic Games\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce.Native\DotNetPerforceLib.Build.cs(5,14,5,31): warning CA1050: Declare types in namespaces (
)
36>E:\Development\Epic Games\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce.Native\DotNetPerforceLib.Target.cs(5,14,5,37): warning CA1050: Declare types in namespaces (
)
35>Android.Automation → E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll
36>UE5ProgramRules → E:\Development\Epic Games\UE_5.3\Engine\Intermediate\Build\BuildRulesProjects\UE5ProgramRules\bin\Development\UE5ProgramRules.dll
36>Done building project “UE5ProgramRules.csproj”.
37>------ Build started: Project: UE5_GameplaySystemsModuleRules, Configuration: Development Any CPU ------
38>------ Build started: Project: Gauntlet.Automation, Configuration: Development Any CPU ------
37>UE5_GameplaySystemsModuleRules → E:\VS_Code\UE5_GameplaySystems\Intermediate\Build\BuildRulesProjects\UE5_GameplaySystemsModuleRules\bin\Development\UE5_GameplaySystemsModuleRules.dll
38>Gauntlet.Automation → E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Gauntlet\Gauntlet.Automation.dll
39>------ Build started: Project: LowLevelTests.Automation, Configuration: Development Any CPU ------
34>CookedEditor.Automation → E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\CookedEditor.Automation.dll
40>------ Build started: Project: Turnkey.Automation, Configuration: Development Any CPU ------
39>LowLevelTests.Automation → E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\LowLevelTests\LowLevelTests.Automation.dll
18>Log file: C:\Users\Lenovo\AppData\Local\UnrealBuildTool\Log.txt
18>Using ‘git status’ to determine working set for adaptive non-unity build (E:\VS_Code\UE5_GameplaySystems).
18>Creating makefile for UE5_GameplaySystemsEditor (no existing makefile)
18>Target is up to date
18>Total execution time: 120.78 seconds
========== Build: 38 succeeded, 1 failed, 8 up-to-date, 1 skipped ==========
========== Build completed at 10:55 AM and took 02:39.572 minutes ==========


Hi,

Which course does this relate to?

To get around this, instead of doing a Build Solution, right click on the game project and select Rebuild Project (depending on version may be in a sub menu)

The build automation projects are not really needed but you can’t remove them either.

If this succeeds then everything will work correctly. The automation tools are only really needed for CI/CD Pipelines and not local builds.

Unreal Engine 5 C++ Game Development

I try to rebuild project and it work good 0 errors . after that build again (ctrl + shift + B) give this errors again . I was verify my UE5.3 . then try to build again give me same errors. I also use GitHub Copilot. Ai tell me is like ( string and nullptr) error. now what can I do . I want to package the game end date is coming soon.

image

Build started at 3:36 PM...
1>------ Build started: Project: ScriptGeneratorUbtPlugin.ubtplugin, Configuration: Development Any CPU ------
2>------ Skipped Build: Project: UE5, Configuration: BuiltWithUnrealBuildTool Win64 ------
2>Project not selected to build for this solution configuration 
3>------ Build started: Project: EpicGames.Tracing, Configuration: Development Any CPU ------
4>------ Build started: Project: EpicGames.Core, Configuration: Development Any CPU ------
5>------ Build started: Project: EpicGames.Perforce, Configuration: Development Any CPU ------
6>------ Build started: Project: EpicGames.MsBuild, Configuration: Development Any CPU ------
7>------ Build started: Project: EpicGames.Serialization, Configuration: Development Any CPU ------
8>------ Build started: Project: EpicGames.Build, Configuration: Development Any CPU ------
9>------ Build started: Project: EpicGames.Redis, Configuration: Development Any CPU ------
10>------ Build started: Project: EpicGames.Horde, Configuration: Development Any CPU ------
11>------ Build started: Project: EpicGames.AspNet, Configuration: Development Any CPU ------
12>------ Build started: Project: EpicGames.UHT, Configuration: Development Any CPU ------
13>------ Build started: Project: UnrealBuildTool, Configuration: Development Any CPU ------
14>------ Build started: Project: UE5Rules, Configuration: Development Any CPU ------
15>------ Build started: Project: UE_Cpp_Stephen, Configuration: Development_Editor x64 ------
16>------ Build started: Project: AutomationUtils.Automation, Configuration: Development Any CPU ------
17>------ Build started: Project: BuildGraph.Automation, Configuration: Development Any CPU ------
18>------ Build started: Project: Localization.Automation, Configuration: Development Any CPU ------
19>------ Build started: Project: SteamDeck.Automation, Configuration: Development Any CPU ------
18>E:\Development\Epic Games\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Horde\EpicGames.Horde.csproj : warning NU1903: Package 'Microsoft.Extensions.Caching.Memory' 6.0.1 has a known high severity vulnerability, https://github.com/advisories/GHSA-qj66-m88j-hmgj
14>E:\Development\Epic Games\UE_5.3\Engine\Source\ThirdParty\Windows\VisualStudioDTE\VisualStudioDTE.Build.cs(55,26,55,140): warning CA1416: This call site is reachable on all platforms. 'Registry.GetValue(string, string?, object?)' is only supported on: 'windows'. (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416)
14>E:\Development\Epic Games\UE_5.3\Engine\Plugins\Developer\VisualStudioCodeSourceCodeAccess\Source\VisualStudioCodeSourceCodeAccess\VisualStudioCodeSourceCodeAccess.Build.cs(42,77,42,100): warning CA1416: This call site is reachable on all platforms. 'RegistryView.Registry32' is only supported on: 'windows'. (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416)
14>E:\Development\Epic Games\UE_5.3\Engine\Source\ThirdParty\Windows\XInput\XInput.Build.cs(27,10,27,92): warning CA1416: This call site is reachable on all platforms. 'WindowsExports.TryGetWindowsSdkDir(string, out Version?, out DirectoryReference?)' is only supported on: 'windows'. (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416)
14>E:\Development\Epic Games\UE_5.3\Engine\Plugins\Developer\VisualStudioCodeSourceCodeAccess\Source\VisualStudioCodeSourceCodeAccess\VisualStudioCodeSourceCodeAccess.Build.cs(42,51,42,75): warning CA1416: This call site is reachable on all platforms. 'RegistryHive.ClassesRoot' is only supported on: 'windows'. (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416)
14>E:\Development\Epic Games\UE_5.3\Engine\Source\ThirdParty\NVIDIA\Rivermax\RivermaxLib.build.cs(17,33,17,142): warning CA1416: This call site is reachable on all platforms. 'Registry.GetValue(string, string?, object?)' is only supported on: 'windows'. (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416)
14>E:\Development\Epic Games\UE_5.3\Engine\Source\Runtime\Core\Core.Build.cs(211,36,211,146): warning CA1416: This call site is reachable on all platforms. 'Registry.GetValue(string, string?, object?)' is only supported on: 'windows'. (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416)
14>E:\Development\Epic Games\UE_5.3\Engine\Plugins\Developer\VisualStudioCodeSourceCodeAccess\Source\VisualStudioCodeSourceCodeAccess\VisualStudioCodeSourceCodeAccess.Build.cs(42,27,42,101): warning CA1416: This call site is reachable on all platforms. 'RegistryKey.OpenBaseKey(RegistryHive, RegistryView)' is only supported on: 'windows'. (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416)
14>E:\Development\Epic Games\UE_5.3\Engine\Plugins\Developer\VisualStudioCodeSourceCodeAccess\Source\VisualStudioCodeSourceCodeAccess\VisualStudioCodeSourceCodeAccess.Build.cs(42,27,42,120): warning CA1416: This call site is reachable on all platforms. 'RegistryKey.OpenSubKey(string)' is only supported on: 'windows'. (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416)
1>ScriptGeneratorUbtPlugin.ubtplugin -> E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\UnrealBuildTool\Plugins\ScriptGeneratorUbtPlugin\ScriptGeneratorUbtPlugin.dll
18>Done building project "EpicGames.Horde.csproj".
20>------ Build started: Project: Apple.Automation, Configuration: Development Any CPU ------
17>E:\Development\Epic Games\UE_5.3\Engine\Source\Programs\AutomationTool\BuildGraph\BgScriptReader.cs(1641,37,1641,42): error CS8604: Possible null reference argument for parameter 'other' in 'void HashSet<string>.UnionWith(IEnumerable<string> other)'.
17>Done building project "BuildGraph.Automation.csproj" -- FAILED.
18>Localization.Automation -> E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Localization\Localization.Automation.dll
20>Apple.Automation -> E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Apple\Apple.Automation.dll
19>SteamDeck.Automation -> E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\SteamDeck\SteamDeck.Automation.dll
21>------ Build started: Project: Mac.Automation, Configuration: Development Any CPU ------
22>------ Build started: Project: IOS.Automation, Configuration: Development Any CPU ------
23>------ Build started: Project: XLocLocalization.Automation, Configuration: Development Any CPU ------
24>------ Build started: Project: Win.Automation, Configuration: Development Any CPU ------
14>UE5Rules -> E:\Development\Epic Games\UE_5.3\Engine\Intermediate\Build\BuildRulesProjects\UE5Rules\bin\Development\UE5Rules.dll
21>Mac.Automation -> E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Mac\Mac.Automation.dll
14>Done building project "UE5Rules.csproj".
25>------ Build started: Project: UE5ProgramRules, Configuration: Development Any CPU ------
26>------ Build started: Project: Linux.Automation, Configuration: Development Any CPU ------
23>XLocLocalization.Automation -> E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\XLocLocalization\XLocLocalization.Automation.dll
27>------ Build started: Project: SmartlingLocalization.Automation, Configuration: Development Any CPU ------
22>IOS.Automation -> E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\IOS\IOS.Automation.dll
24>Win.Automation -> E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Windows\Win.Automation.dll
28>------ Build started: Project: AutomationScripts.Automation, Configuration: Development Any CPU ------
29>------ Build started: Project: TVOS.Automation, Configuration: Development Any CPU ------
25>E:\Development\Epic Games\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce.Native\DotNetPerforceLib.Build.cs(5,14,5,31): warning CA1050: Declare types in namespaces (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1050)
25>E:\Development\Epic Games\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce.Native\DotNetPerforceLib.Target.cs(5,14,5,37): warning CA1050: Declare types in namespaces (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1050)
25>UE5ProgramRules -> E:\Development\Epic Games\UE_5.3\Engine\Intermediate\Build\BuildRulesProjects\UE5ProgramRules\bin\Development\UE5ProgramRules.dll
26>Linux.Automation -> E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Linux\Linux.Automation.dll
25>Done building project "UE5ProgramRules.csproj".
30>------ Build started: Project: OneSkyLocalization.Automation, Configuration: Development Any CPU ------
31>------ Build started: Project: UE_Cpp_StephenModuleRules, Configuration: Development Any CPU ------
27>SmartlingLocalization.Automation -> E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\SmartlingLocalization\SmartlingLocalization.Automation.dll
29>TVOS.Automation -> E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\TVOS\TVOS.Automation.dll
32>------ Build started: Project: CrowdinLocalization.Automation, Configuration: Development Any CPU ------
30>OneSkyLocalization.Automation -> E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\OneSkyLocalization\OneSkyLocalization.Automation.dll
28>E:\Development\Epic Games\UE_5.3\Engine\Source\Programs\AutomationTool\Scripts\CheckForHacks.cs(87,26,87,45): error CA2017: Number of parameters supplied in the logging message template do not match the number of named placeholders (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca2017)
28>Done building project "AutomationScripts.Automation.csproj" -- FAILED.
32>CrowdinLocalization.Automation -> E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CrowdinLocalization\CrowdinLocalization.Automation.dll
31>UE_Cpp_StephenModuleRules -> E:\VS_Code\UE_Cpp_Stephen\Intermediate\Build\BuildRulesProjects\UE_Cpp_StephenModuleRules\bin\Development\UE_Cpp_StephenModuleRules.dll
33>------ Build started: Project: Android.Automation, Configuration: Development Any CPU ------
34>------ Build started: Project: CookedEditor.Automation, Configuration: Development Any CPU ------
33>Android.Automation -> E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll
15>Using bundled DotNet SDK version: 6.0.302
15>Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" UE_Cpp_StephenEditor Win64 Development -Project="E:\VS_Code\UE_Cpp_Stephen\UE_Cpp_Stephen.uproject" -WaitMutex -FromMsBuild
35>------ Build started: Project: Gauntlet.Automation, Configuration: Development Any CPU ------
34>CookedEditor.Automation -> E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\CookedEditor.Automation.dll
35>Gauntlet.Automation -> E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Gauntlet\Gauntlet.Automation.dll
36>------ Build started: Project: Turnkey.Automation, Configuration: Development Any CPU ------
37>------ Build started: Project: LowLevelTests.Automation, Configuration: Development Any CPU ------
37>LowLevelTests.Automation -> E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\LowLevelTests\LowLevelTests.Automation.dll
36>Turnkey.Automation -> E:\Development\Epic Games\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Turnkey\Turnkey.Automation.dll
15>Log file: C:\Users\Lenovo\AppData\Local\UnrealBuildTool\Log.txt
15>Using 'git status' to determine working set for adaptive non-unity build (E:\VS_Code\UE_Cpp_Stephen).
15>Creating makefile for UE_Cpp_StephenEditor (no existing makefile)
15>Building UE_Cpp_StephenEditor...
15>Using Visual Studio 2022 14.36.32548 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.36.32532) and Windows 10.0.22621.0 SDK (C:\Program Files (x86)\Windows Kits\10).
15>[Upgrade]
15>[Upgrade] Using backward-compatible include order. The latest version of UE has changed the order of includes, which may require code changes. The current setting is:
15>[Upgrade]     IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_0
15>[Upgrade] Suppress this message by setting 'IncludeOrderVersion = EngineIncludeOrderVersion.Latest;' in UE_Cpp_StephenEditor.Target.cs.
15>[Upgrade] Alternatively you can set this to 'EngineIncludeOrderVersion.Latest' to always use the latest include order. This will potentially cause compile errors when integrating new versions of the engine.
15>[Upgrade]
15>Determining max actions to execute in parallel (6 physical cores, 6 logical cores)
15>  Executing up to 6 processes, one per physical core
15>  Requested 1.5 GB memory per action, 569.27 MB available: limiting max parallel actions to 1
15>------ Building 11 action(s) started ------
15>[1/11] Compile [x64] BlashCharacter.gen.cpp
15>[2/11] Compile [x64] UE_Cpp_Stephen.cpp
15>[3/11] Compile [x64] Bird.cpp
15>[4/11] Compile [x64] Item.cpp
15>[5/11] Compile [x64] Item.gen.cpp
15>[6/11] Compile [x64] BlashCharacter.cpp
15>[7/11] Compile [x64] UE_Cpp_Stephen.init.gen.cpp
15>[8/11] Compile [x64] Bird.gen.cpp
15>[9/11] Link [x64] UnrealEditor-UE_Cpp_Stephen-0020.dll
15>   Creating library E:\VS_Code\UE_Cpp_Stephen\Intermediate\Build\Win64\x64\UnrealEditor\Development\UE_Cpp_Stephen\UnrealEditor-UE_Cpp_Stephen-0020.sup.lib and object E:\VS_Code\UE_Cpp_Stephen\Intermediate\Build\Win64\x64\UnrealEditor\Development\UE_Cpp_Stephen\UnrealEditor-UE_Cpp_Stephen-0020.sup.exp
15>[10/11] Link [x64] UnrealEditor-UE_Cpp_Stephen-0020.lib
15>   Creating library E:\VS_Code\UE_Cpp_Stephen\Intermediate\Build\Win64\x64\UnrealEditor\Development\UE_Cpp_Stephen\UnrealEditor-UE_Cpp_Stephen-0020.lib and object E:\VS_Code\UE_Cpp_Stephen\Intermediate\Build\Win64\x64\UnrealEditor\Development\UE_Cpp_Stephen\UnrealEditor-UE_Cpp_Stephen-0020.exp
15>[11/11] WriteMetadata UE_Cpp_StephenEditor.target
15>Total time in Parallel executor: 1137.65 seconds
15>Total execution time: 1265.29 seconds
========== Build: 34 succeeded, 2 failed, 11 up-to-date, 1 skipped ==========
========== Build completed at 3:59 PM and took 23:49.857 minutes ==========

The course is now for unreal 5.6 only or newer.

The error is because you’re missing part of the install and given it is UE 5.3, probably dotnet 6 is the part you are missing. It is no longer available via visual studio installer however so you need to find the sdk installer.

Can I ask in future yoy use the QA for these sorts of questions as it is easier to track. Thanks.

ok why not. but previously is working well. which version can you share link, is any way to fix this. but This course isn’t new, it was just updated a few months ago. I took this course a long time ago.

The content you are referring to will be deleted soon. I am answering from my phone so can’t actually get you a link at this time.

Try just right clicking on the game project and selecting build on that project. You are building the solution which is problematic.

It’s work 100% now. but the problem is when I try to package my game it will give me some errors and package will failed

Packaging is a whole different problem. Packaging needs a lot of free disk space and at least 32GB of RAM on your PC, ideally more.

Given this relates to the old content, that isn’t actually covered or supported. I would recommend asking in the discord for help on this.