重新生成开始于 10:51...
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Tracing\EpicGames.Tracing.csproj (用时 1 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Slack\EpicGames.Slack.csproj (用时 12 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Core\EpicGames.Core.csproj (用时 16 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.IoHash\EpicGames.IoHash.csproj (用时 9 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce.Managed\EpicGames.Perforce.Managed.csproj (用时 17 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.OIDC\EpicGames.OIDC.csproj (用时 17 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.BuildGraph\EpicGames.BuildGraph.csproj (用时 16 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Serialization\EpicGames.Serialization.csproj (用时 16 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Redis\EpicGames.Redis.csproj (用时 18 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce\EpicGames.Perforce.csproj (用时 16 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.UHT\EpicGames.UHT.csproj (用时 17 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Box\EpicGames.Box.csproj (用时 16 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.AspNet\EpicGames.AspNet.csproj (用时 3 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.MongoDB\EpicGames.MongoDB.csproj (用时 17 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.MsBuild\EpicGames.MsBuild.csproj (用时 34 毫秒)。
1>------ 已启动全部重新生成: 项目: EpicGames.Tracing, 配置: Development Any CPU ------
2>------ 已启动全部重新生成: 项目: EpicGames.Slack, 配置: Development Any CPU ------
3>------ 已启动全部重新生成: 项目: EpicGames.Oodle, 配置: Development Any CPU ------
4>------ 已启动全部重新生成: 项目: EpicGames.OIDC, 配置: Development Any CPU ------
5>------ 已启动全部重新生成: 项目: EpicGames.MongoDB, 配置: Development Any CPU ------
6>------ 已启动全部重新生成: 项目: EpicGames.Core, 配置: Development Any CPU ------
7>------ 已启动全部重新生成: 项目: ScriptGeneratorUbtPlugin.ubtplugin, 配置: Development Any CPU ------
8>------ 已跳过全部重新生成: 项目: UE5, 配置: BuiltWithUnrealBuildTool Win64 ------
8>没有为此解决方案配置选中要生成的项目
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Oodle\EpicGames.Oodle.csproj (用时 111 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Horde\EpicGames.Horde.csproj (用时 117 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce.Fixture\EpicGames.Perforce.Fixture.csproj (用时 114 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj (用时 138 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Intermediate\Build\BuildRulesProjects\UE5ProgramRules\UE5ProgramRules.csproj (用时 139 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\Apple\Apple.Automation.csproj (用时 140 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\AutomationUtils\AutomationUtils.Automation.csproj (用时 140 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\XLocLocalization\XLocLocalization.Automation.csproj (用时 115 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\Android\Android.Automation.csproj (用时 140 毫秒)。
已还原 F:\UE5TEST\CCD53\Intermediate\Build\BuildRulesProjects\CCD53ModuleRules\CCD53ModuleRules.csproj (用时 116 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\SmartlingLocalization\SmartlingLocalization.Automation.csproj (用时 114 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\Linux\Linux.Automation.csproj (用时 115 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\LowLevelTests\LowLevelTests.Automation.csproj (用时 99 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\TVOS\TVOS.Automation.csproj (用时 103 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\BuildGraph\BuildGraph.Automation.csproj (用时 115 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\AutomationTool.csproj (用时 142 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\Win\Win.Automation.csproj (用时 106 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\CookedEditor\CookedEditor.Automation.csproj (用时 115 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\Gauntlet\Gauntlet.Automation.csproj (用时 141 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\Scripts\AutomationScripts.Automation.csproj (用时 106 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Plugins\ScriptPlugin\Source\ScriptGeneratorUbtPlugin\ScriptGeneratorUbtPlugin.ubtplugin.csproj (用时 1 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Jupiter\EpicGames.Jupiter.csproj (用时 2 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Build\EpicGames.Build.csproj (用时 4 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\Localization\Localization.Automation.csproj (用时 19 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\Mac\Mac.Automation.csproj (用时 15 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\OneSkyLocalization\OneSkyLocalization.Automation.csproj (用时 16 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Intermediate\Build\BuildRulesProjects\UE5Rules\UE5Rules.csproj (用时 14 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Intermediate\Build\BuildRulesProjects\MarketplaceRules\MarketplaceRules.csproj (用时 13 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\SteamDeck\SteamDeck.Automation.csproj (用时 16 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\Turnkey\Turnkey.Automation.csproj (用时 17 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\CrowdinLocalization\CrowdinLocalization.Automation.csproj (用时 13 毫秒)。
已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj (用时 16 毫秒)。
7>D:\UnrealEngineSetup\UE_5.3\Engine\Plugins\ScriptPlugin\Source\ScriptGeneratorUbtPlugin\ScriptCodeGeneratorBase.cs(13,7,13,22): error CS0246: 未能找到类型或命名空间名“UnrealBuildTool”(是否缺少 using 指令或程序集引用?)
7>已完成生成项目“ScriptGeneratorUbtPlugin.ubtplugin.csproj”的操作 - 失败。
3>EpicGames.Oodle -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Oodle\bin\Development\net6.0\EpicGames.Oodle.dll
2>EpicGames.Slack -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Slack\bin\Development\net6.0\EpicGames.Slack.dll
5>EpicGames.MongoDB -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.MongoDB\bin\Development\net6.0\EpicGames.MongoDB.dll
4>EpicGames.OIDC -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.OIDC\bin\Development\net6.0\EpicGames.OIDC.dll
6>EpicGames.Core -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Core\bin\Development\net6.0\EpicGames.Core.dll
9>------ 已启动全部重新生成: 项目: EpicGames.Perforce, 配置: Development Any CPU ------
10>------ 已启动全部重新生成: 项目: EpicGames.MsBuild, 配置: Development Any CPU ------
11>------ 已启动全部重新生成: 项目: EpicGames.Jupiter, 配置: Development Any CPU ------
12>------ 已启动全部重新生成: 项目: EpicGames.IoHash, 配置: Development Any CPU ------
13>------ 已启动全部重新生成: 项目: EpicGames.Box, 配置: Development Any CPU ------
12>EpicGames.IoHash -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.IoHash\bin\Development\net6.0\EpicGames.IoHash.dll
14>------ 已启动全部重新生成: 项目: EpicGames.Serialization, 配置: Development Any CPU ------
1>EpicGames.Tracing -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Tracing\bin\Development\net6.0\EpicGames.Tracing.dll
13>EpicGames.Box -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Box\bin\Development\net6.0\EpicGames.Box.dll
11>EpicGames.Jupiter -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Jupiter\bin\Development\net6.0\EpicGames.Jupiter.dll
14>EpicGames.Serialization -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Serialization\bin\Development\net6.0\EpicGames.Serialization.dll
15>------ 已启动全部重新生成: 项目: EpicGames.Redis, 配置: Development Any CPU ------
16>------ 已启动全部重新生成: 项目: EpicGames.Horde, 配置: Development Any CPU ------
17>------ 已启动全部重新生成: 项目: EpicGames.BuildGraph, 配置: Development Any CPU ------
18>------ 已启动全部重新生成: 项目: EpicGames.AspNet, 配置: Development Any CPU ------
9>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce\PerforceConnection.cs(452,42,452,123): warning CA1849: “IPerforceConnection.Command(string, IReadOnlyList<string>, IReadOnlyList<string>?, byte[]?, string?, bool)”同步阻止。改为等待“IPerforceConnection.CommandAsync<T>(string, IReadOnlyList<string>, IReadOnlyList<string>?, byte[]?, CancellationToken)”。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1849)
9>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce\PerforceConnection.cs(473,42,473,117): warning CA1849: “IPerforceConnection.Command(string, IReadOnlyList<string>, IReadOnlyList<string>?, byte[]?, string?, bool)”同步阻止。改为等待“IPerforceConnection.CommandAsync<T>(string, IReadOnlyList<string>, IReadOnlyList<string>?, byte[]?, CancellationToken)”。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1849)
9>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce\PerforceConnection.cs(495,44,495,110): warning CA1849: “IPerforceConnection.Command(string, IReadOnlyList<string>, IReadOnlyList<string>?, byte[]?, string?, bool)”同步阻止。改为等待“IPerforceConnection.CommandAsync<T>(string, IReadOnlyList<string>, IReadOnlyList<string>?, byte[]?, CancellationToken)”。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1849)
9>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce\PerforceConnection.cs(2403,44,2403,111): warning CA1849: “IPerforceConnection.Command(string, IReadOnlyList<string>, IReadOnlyList<string>?, byte[]?, string?, bool)”同步阻止。改为等待“IPerforceConnection.CommandAsync<T>(string, IReadOnlyList<string>, IReadOnlyList<string>?, byte[]?, CancellationToken)”。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1849)
15>EpicGames.Redis -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Redis\bin\Development\net6.0\EpicGames.Redis.dll
17>EpicGames.BuildGraph -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.BuildGraph\bin\Development\net6.0\EpicGames.BuildGraph.dll
18>EpicGames.AspNet -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.AspNet\bin\Development\net6.0\EpicGames.AspNet.dll
16>EpicGames.Horde -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Horde\bin\Development\net6.0\EpicGames.Horde.dll
9>EpicGames.Perforce -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce\bin\Development\net6.0\EpicGames.Perforce.dll
9>已完成生成项目“EpicGames.Perforce.csproj”的操作。
19>------ 已启动全部重新生成: 项目: EpicGames.Perforce.Managed, 配置: Development Any CPU ------
10>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.MsBuild\CsProjBuilder.cs(249,8,249,20): warning CA2200: 再次引发捕获到的异常会更改堆栈信息 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca2200)
10>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.MsBuild\CsProjBuilder.cs(305,10,305,72): warning CA2249: 使用 "string.Contains" 而不是 "string.IndexOf" 来提高可读性 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca2249)
10>EpicGames.MsBuild -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.MsBuild\bin\Development\net6.0\EpicGames.MsBuild.dll
10>已完成生成项目“EpicGames.MsBuild.csproj”的操作。
20>------ 已启动全部重新生成: 项目: EpicGames.Build, 配置: Development Any CPU ------
20>EpicGames.Build -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Build\bin\Development\net6.0\EpicGames.Build.dll
21>------ 已启动全部重新生成: 项目: EpicGames.UHT, 配置: Development Any CPU ------
19>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce.Managed\ManagedWorkspace.cs(961,27,961,66): warning CA2017: 日志记录消息模板中所提供参数的数量与已命名占位符的数量不匹配 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca2017)
19>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce.Managed\ManagedWorkspace.cs(2034,6,2034,65): warning CA1849: “FileReference.WriteAllBytes(FileReference, byte[])”同步阻止。改为等待“FileReference.WriteAllBytesAsync(FileReference, byte[], CancellationToken)”。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1849)
19>EpicGames.Perforce.Managed -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce.Managed\bin\Development\net6.0\EpicGames.Perforce.Managed.dll
19>已完成生成项目“EpicGames.Perforce.Managed.csproj”的操作。
22>------ 已启动全部重新生成: 项目: EpicGames.Perforce.Fixture, 配置: Development Any CPU ------
22>EpicGames.Perforce.Fixture -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce.Fixture\bin\Development\net6.0\EpicGames.Perforce.Fixture.dll
21>EpicGames.UHT -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.UHT\bin\Development\net6.0\EpicGames.UHT.dll
23>------ 已启动全部重新生成: 项目: UnrealBuildTool, 配置: Development Any CPU ------
23>UnrealBuildTool -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll
24>------ 已启动全部重新生成: 项目: UE5Rules, 配置: Development Any CPU ------
25>------ 已启动全部重新生成: 项目: AutomationUtils.Automation, 配置: Development Any CPU ------
26>------ 已启动全部重新生成: 项目: AutomationTool, 配置: Development Any CPU ------
27>------ 已启动全部重新生成: 项目: CCD53, 配置: Development_Editor x64 ------
27>Using bundled DotNet SDK version: 6.0.302
27>Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" CCD53Editor Win64 Development -Project="F:\UE5TEST\CCD53\CCD53.uproject" -WaitMutex -FromMsBuild -Rebuild
27>Log file: C:\Users\Administrator\AppData\Local\UnrealBuildTool\Log.txt
27>Cleaning CCD53Editor binaries...
26>AutomationTool -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationTool.dll
25>AutomationUtils.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationUtils\AutomationUtils.Automation.dll
28>------ 已启动全部重新生成: 项目: SteamDeck.Automation, 配置: Development Any CPU ------
29>------ 已启动全部重新生成: 项目: Localization.Automation, 配置: Development Any CPU ------
30>------ 已启动全部重新生成: 项目: BuildGraph.Automation, 配置: Development Any CPU ------
31>------ 已启动全部重新生成: 项目: Apple.Automation, 配置: Development Any CPU ------
24>D:\UnrealEngineSetup\UE_5.3\Engine\Source\ThirdParty\Windows\VisualStudioDTE\VisualStudioDTE.Build.cs(55,26,55,140): warning CA1416: 可在所有平台上访问此调用站点。"Registry.GetValue(string, string?, object?)" 仅在 'windows' 上受支持。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416)
24>D:\UnrealEngineSetup\UE_5.3\Engine\Plugins\Developer\VisualStudioCodeSourceCodeAccess\Source\VisualStudioCodeSourceCodeAccess\VisualStudioCodeSourceCodeAccess.Build.cs(42,77,42,100): warning CA1416: 可在所有平台上访问此调用站点。"RegistryView.Registry32" 仅在 'windows' 上受支持。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416)
24>D:\UnrealEngineSetup\UE_5.3\Engine\Plugins\Developer\VisualStudioCodeSourceCodeAccess\Source\VisualStudioCodeSourceCodeAccess\VisualStudioCodeSourceCodeAccess.Build.cs(42,51,42,75): warning CA1416: 可在所有平台上访问此调用站点。"RegistryHive.ClassesRoot" 仅在 'windows' 上受支持。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416)
24>D:\UnrealEngineSetup\UE_5.3\Engine\Plugins\Developer\VisualStudioCodeSourceCodeAccess\Source\VisualStudioCodeSourceCodeAccess\VisualStudioCodeSourceCodeAccess.Build.cs(42,27,42,101): warning CA1416: 可在所有平台上访问此调用站点。"RegistryKey.OpenBaseKey(RegistryHive, RegistryView)" 仅在 'windows' 上受支持。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416)
24>D:\UnrealEngineSetup\UE_5.3\Engine\Plugins\Developer\VisualStudioCodeSourceCodeAccess\Source\VisualStudioCodeSourceCodeAccess\VisualStudioCodeSourceCodeAccess.Build.cs(42,27,42,120): warning CA1416: 可在所有平台上访问此调用站点。"RegistryKey.OpenSubKey(string)" 仅在 'windows' 上受支持。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416)
24>D:\UnrealEngineSetup\UE_5.3\Engine\Source\ThirdParty\NVIDIA\Rivermax\RivermaxLib.build.cs(17,33,17,142): warning CA1416: 可在所有平台上访问此调用站点。"Registry.GetValue(string, string?, object?)" 仅在 'windows' 上受支持。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416)
24>D:\UnrealEngineSetup\UE_5.3\Engine\Source\ThirdParty\Windows\XInput\XInput.Build.cs(27,10,27,92): warning CA1416: 可在所有平台上访问此调用站点。"WindowsExports.TryGetWindowsSdkDir(string, out Version?, out DirectoryReference?)" 仅在 'windows' 上受支持。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416)
24>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Runtime\Core\Core.Build.cs(211,36,211,146): warning CA1416: 可在所有平台上访问此调用站点。"Registry.GetValue(string, string?, object?)" 仅在 'windows' 上受支持。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416)
24>UE5Rules -> D:\UnrealEngineSetup\UE_5.3\Engine\Intermediate\Build\BuildRulesProjects\UE5Rules\bin\Development\UE5Rules.dll
24>已完成生成项目“UE5Rules.csproj”的操作。
32>------ 已启动全部重新生成: 项目: UE5ProgramRules, 配置: Development Any CPU ------
31>Apple.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Apple\Apple.Automation.dll
33>------ 已启动全部重新生成: 项目: Mac.Automation, 配置: Development Any CPU ------
34>------ 已启动全部重新生成: 项目: IOS.Automation, 配置: Development Any CPU ------
32>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce.Native\DotNetPerforceLib.Target.cs(5,14,5,37): warning CA1050: 在命名空间中声明类型 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1050)
32>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce.Native\DotNetPerforceLib.Build.cs(5,14,5,31): warning CA1050: 在命名空间中声明类型 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1050)
29>Localization.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Localization\Localization.Automation.dll
32>UE5ProgramRules -> D:\UnrealEngineSetup\UE_5.3\Engine\Intermediate\Build\BuildRulesProjects\UE5ProgramRules\bin\Development\UE5ProgramRules.dll
28>SteamDeck.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\SteamDeck\SteamDeck.Automation.dll
35>------ 已启动全部重新生成: 项目: Linux.Automation, 配置: Development Any CPU ------
32>已完成生成项目“UE5ProgramRules.csproj”的操作。
36>------ 已启动全部重新生成: 项目: MarketplaceRules, 配置: Development Any CPU ------
37>------ 已启动全部重新生成: 项目: XLocLocalization.Automation, 配置: Development Any CPU ------
38>------ 已启动全部重新生成: 项目: SmartlingLocalization.Automation, 配置: Development Any CPU ------
39>------ 已启动全部重新生成: 项目: AutomationScripts.Automation, 配置: Development Any CPU ------
40>------ 已启动全部重新生成: 项目: OneSkyLocalization.Automation, 配置: Development Any CPU ------
41>------ 已启动全部重新生成: 项目: CrowdinLocalization.Automation, 配置: Development Any CPU ------
34>IOS.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\IOS\IOS.Automation.dll
42>------ 已启动全部重新生成: 项目: TVOS.Automation, 配置: Development Any CPU ------
36>MarketplaceRules -> D:\UnrealEngineSetup\UE_5.3\Engine\Intermediate\Build\BuildRulesProjects\MarketplaceRules\bin\Development\MarketplaceRules.dll
43>------ 已启动全部重新生成: 项目: CCD53ModuleRules, 配置: Development Any CPU ------
35>Linux.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Linux\Linux.Automation.dll
38>SmartlingLocalization.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\SmartlingLocalization\SmartlingLocalization.Automation.dll
33>Mac.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Mac\Mac.Automation.dll
42>TVOS.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\TVOS\TVOS.Automation.dll
27>Creating makefile for CCD53Editor (no existing makefile)
41>CrowdinLocalization.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CrowdinLocalization\CrowdinLocalization.Automation.dll
37>XLocLocalization.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\XLocLocalization\XLocLocalization.Automation.dll
40>OneSkyLocalization.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\OneSkyLocalization\OneSkyLocalization.Automation.dll
30>BuildGraph.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\BuildGraph\BuildGraph.Automation.dll
44>------ 已启动全部重新生成: 项目: Win.Automation, 配置: Development Any CPU ------
39>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\Scripts\CheckForHacks.cs(87,26,87,45): error CA2017: 日志记录消息模板中所提供参数的数量与已命名占位符的数量不匹配 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca2017)
39>已完成生成项目“AutomationScripts.Automation.csproj”的操作 - 失败。
45>------ 已启动全部重新生成: 项目: Android.Automation, 配置: Development Any CPU ------
43>CCD53ModuleRules -> F:\UE5TEST\CCD53\Intermediate\Build\BuildRulesProjects\CCD53ModuleRules\bin\Development\CCD53ModuleRules.dll
44>Win.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Windows\Win.Automation.dll
46>------ 已启动全部重新生成: 项目: CookedEditor.Automation, 配置: Development Any CPU ------
45>Android.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll
47>------ 已启动全部重新生成: 项目: Gauntlet.Automation, 配置: Development Any CPU ------
47>Gauntlet.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Gauntlet\Gauntlet.Automation.dll
48>------ 已启动全部重新生成: 项目: Turnkey.Automation, 配置: Development Any CPU ------
49>------ 已启动全部重新生成: 项目: LowLevelTests.Automation, 配置: Development Any CPU ------
46>CookedEditor.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\CookedEditor.Automation.dll
48>Turnkey.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Turnkey\Turnkey.Automation.dll
49>LowLevelTests.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\LowLevelTests\LowLevelTests.Automation.dll
27>Building CCD53Editor...
27>Using Visual Studio 2022 14.36.32548 toolchain (D:\VS2022\product\VC\Tools\MSVC\14.36.32532) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
27>Determining max actions to execute in parallel (10 physical cores, 20 logical cores)
27> Executing up to 10 processes, one per physical core
27> Requested 1.5 GB memory per action, 10.52 GB available: limiting max parallel actions to 7
27>------ Building 7 action(s) started ------
27>[1/7] Resource Default.rc2
27>[2/7] Compile [x64] SharedPCH.Engine.Cpp20.cpp
27>[3/7] Compile [x64] MFL.cpp
27>F:\UE5TEST\CCD53\Source\CCD53\MFL.h(1): fatal error C1083: 无法打开包括文件: “PrintStringLibrary.h”: No such file or directory
27>[4/7] Compile [x64] CCD53.cpp
27>Total time in Parallel executor: 33.22 seconds
27>Total execution time: 41.09 seconds
27>D:\VS2022\product\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(50,5): error MSB3073: 命令“D:\UnrealEngineSetup\UE_5.3\Engine\Build\BatchFiles\Rebuild.bat CCD53Editor Win64 Development -Project="F:\UE5TEST\CCD53\CCD53.uproject" -WaitMutex -FromMsBuild”已退出,代码为 -1。
27>已完成生成项目“CCD53.vcxproj”的操作 - 失败。
========== 全部重新生成: 45 成功,3 失败,1 已跳过 ==========
========== 重新生成 于 10:52 完成,耗时 48.651 秒 ==========