| name | carrierlab-build |
| description | Build and diagnose the CarrierLab Unreal editor target on Windows. Use when compiling CarrierLabEditor, checking Unreal process locks, recognizing UBT AppData cache sandbox failures, separating build success from editor/module-load issues, or needing the exact UE 5.7 build command for this repo. |
CarrierLab Build
Quick Workflow
In Codex Desktop, distinguish preflight from a real compile:
- Preflight (
-CheckOnly) is safe to run in the normal workspace sandbox.
- A real
CarrierLabEditor build should request escalation on the first attempt, because UnrealBuildTool writes to %LOCALAPPDATA%\UnrealBuildTool and other AppData/registry-backed caches outside the workspace sandbox.
- Do not run the real build inside the sandbox just to rediscover
sandbox_cache_wall; that is a known environment constraint on this machine, not useful compile evidence.
Use the helper from the repo root:
powershell.exe -NoProfile -ExecutionPolicy Bypass -File '<skill-dir>\scripts\Run-CarrierLabEditorBuild.ps1'
Preflight only:
powershell.exe -NoProfile -ExecutionPolicy Bypass -File '<skill-dir>\scripts\Run-CarrierLabEditorBuild.ps1' -CheckOnly
Defaults
- Target:
CarrierLabEditor Win64 Development
- Project:
C:\Users\Michael\Documents\Unreal Projects\CarrierLab\CarrierLab.uproject
- Engine:
C:\Program Files\Epic Games\UE_5.7
- Log:
Saved/Logs/Build.log
Notes
- If the helper returns
status: sandbox_cache_wall, treat that run as an environment/sandbox failure, not a compile result.
- The sandbox cache wall usually mentions
AppData\Local\UnrealBuildTool, %LOCALAPPDATA%, UnauthorizedAccessException, Access to the path, or Requested registry access is not allowed.
- On
sandbox_cache_wall, rerun the same helper/build command outside the sandbox with escalation so UBT can use its AppData cache and reveal the real C++ result. Do not change the project or cache path to work around it.
- If UnrealEditor or UnrealEditor-Cmd is running, ask before stopping it.
- A successful build does not prove the module loaded in the editor; inspect editor logs separately if runtime load fails.