4.7.3 package failed with "can not open file UE4Game-Redist-DesktopPlatform.lib"

Hi guys,

I can not package my game to win64 after installed Incredibuild. But I can press F7 in vs2013 or click recompile toolbar button in editor to compile my game and PIE. It seems incredibuild has wrong config so it can not find UE4Game-Redist-DesktopPlatform.lib or it should not to use this lib at all.

**I will post another bug report, i can not disable xge … **

the error log is

MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: Initializing AllowSubmit.
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: AllowSubmit=False
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: Initializing P4Enabled.
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: P4Enabled=False
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.InitP4Support: P4CLRequired=False
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists F:\UE4_levels\NetTest01\NetTest01.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists F:\UE4_levels\NetTest01\NetTest01.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists F:\UE4_levels\NetTest01\NetTest01.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for F:\UE4_levels\NetTest01\NetTest01.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.DetectTargetsForProject: Looking for targets for project F:\UE4_levels\NetTest01\NetTest01.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.DetectTargetsForProject: Searching for target rule files in F:\UE4_levels\NetTest01
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists B:\Temp\UAT\F+UE4Launcher+Epic+Games+4.7\Rules\UATRules10621952.dll=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: B:\Temp\UAT\F+UE4Launcher+Epic+Games+4.7\Rules\UATRules10621952.dll
MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.DetectProjectProperties: Loading ini files for F:\UE4_levels\NetTest01\NetTest01.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalServerMapParams=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Archive=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ArchiveMetaData=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=D:\PUB_BUILD\NetTest
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=F:\UE4_levels\NetTest01\Saved\StagedBuilds
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Build=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Cook=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Clean=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Client=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientCookedTargets=NetTest01
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Compressed=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookFlavor=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CreateReleaseVersion=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCName=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalCookerOptions=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DedicatedServer=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DirectoriesToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CulturesToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Foreign=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsCodeBasedProject=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsProgramTarget=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeCooking=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Deploy=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeDeploy=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: LogWindow=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Manifests=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapToRun=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoClient=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumClients=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoDebugInfo=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoCleanStage=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoXGE=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapsToCook=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Pak=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Package=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NullRHI=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FakeClient=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTest=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTests=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTest=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CrashIndex=0
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProgramTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesFolder=F:\UE4_levels\NetTest01\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=F:\UE4_levels\NetTest01\Binaries\Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=F:\UE4_levels\NetTest01\Binaries\Win64\NetTest01.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=F:\UE4_levels\NetTest01\Binaries\Win64\NetTest01.exe
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Distribution=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prebuilt=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prereqs=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoBootstrapExe=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RawProjectPath=F:\UE4_levels\NetTest01\NetTest01.uproject
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Rocket=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Run=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerCookedTargets=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ShortProjectName=NetTest01
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignedPak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignPak=
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCook=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipPak=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipStage=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Stage=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSteam=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesCEF3=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSlate=True
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists F:\UE4_levels\NetTest01\NetTest01.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.GetDefaultMap: Trying to find DefaultMap in ini files
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists F:\UE4_levels\NetTest01\Config\DefaultEngine.ini=True
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.GetDefaultMap: Looking for DefaultMap in F:\UE4_levels\NetTest01\Config\DefaultEngine.ini
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeReadAllLines: SafeReadAllLines F:\UE4_levels\NetTest01\Config\DefaultEngine.ini
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.GetDefaultMap: Found DefaultMap=/Game/Maps/Example_Map
MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Cooking all maps
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists F:\UE4_levels\NetTest01\NetTest01.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists F:\UE4_levels\NetTest01\NetTest01.uproject=True
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe=True
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UE4Build:
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceMonolithic: 
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceNonUnity: 
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* ForceDebugInfo: 
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.Build: ************************* UseXGE: 
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists F:\UE4Launcher\Epic Games\4.7\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile F:\UE4_levels\NetTest01\Intermediate\Build\Manifest.xml
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFindFiles: SafeFindFiles F:\UE4Launcher\Epic Games\4.7\Engine\Intermediate\Build *.xge.xml False
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.FindFiles: FindFiles F:\UE4Launcher\Epic Games\4.7\Engine\Intermediate\Build *.xge.xml False
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists F:\UE4Launcher\Epic Games\4.7\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists F:\UE4Launcher\Epic Games\4.7\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: F:\UE4Launcher\Epic Games\4.7\Engine\Binaries\DotNET\UnrealBuildTool.exe NetTest01 Win64 Development -generatemanifest -nobuilduht -xgeexport F:\UE4_levels\NetTest01\NetTest01.uproject  -rocket -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: XGEEXPORT: Exported '../../Engine/Intermediate/Build/UBTExport.0.xge.xml'
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: XGE execution time: 3.56 seconds
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 3.7885348s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists F:\UE4_levels\NetTest01\Intermediate\Build\Manifest.xml=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeCopyFile: SafeCopyFile F:\UE4_levels\NetTest01\Intermediate\Build\Manifest.xml C:\Users\EAGLE_2\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+UE4Launcher+Epic+Games+4.7\UBTManifest.0.xml
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.PrepareManifest: Copied UBT manifest to C:\Users\EAGLE_2\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+UE4Launcher+Epic+Games+4.7\UBTManifest.0.xml
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile F:\UE4_levels\NetTest01\Intermediate\Build\Manifest.xml
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFindFiles: SafeFindFiles F:\UE4Launcher\Epic Games\4.7\Engine\Intermediate\Build *.xge.xml False
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.FindFiles: FindFiles F:\UE4Launcher\Epic Games\4.7\Engine\Intermediate\Build *.xge.xml False
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists F:\UE4Launcher\Epic Games\4.7\Engine\Intermediate\Build\UBTExport.0.xge.xml=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeCopyFile: SafeCopyFile F:\UE4Launcher\Epic Games\4.7\Engine\Intermediate\Build\UBTExport.0.xge.xml C:\Users\EAGLE_2\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+UE4Launcher+Epic+Games+4.7\UBTExport.0.xge.xml
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFindFiles: SafeFindFiles F:\UE4Launcher\Epic Games\4.7\Engine\Intermediate\Build *.xge.xml False
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.FindFiles: FindFiles F:\UE4Launcher\Epic Games\4.7\Engine\Intermediate\Build *.xge.xml False
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile F:\UE4Launcher\Epic Games\4.7\Engine\Intermediate\Build\UBTExport.0.xge.xml
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\EAGLE_2\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+UE4Launcher+Epic+Games+4.7\UBTExport.0.xge.xml=True
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeCopyFile: SafeCopyFile C:\Users\EAGLE_2\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+UE4Launcher+Epic+Games+4.7\UBTExport.0.xge.xml C:\Users\EAGLE_2\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+UE4Launcher+Epic+Games+4.7\UAT_XGE.xml.UBTExport.0.xge.xml
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeCopyFile: SafeCopyFile C:\Users\EAGLE_2\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+UE4Launcher+Epic+Games+4.7\UBTExport.0.xge.xml C:\Users\EAGLE_2\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+UE4Launcher+Epic+Games+4.7\UAT_XGE.xml
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\EAGLE_2\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+UE4Launcher+Epic+Games+4.7\UBTExport.0.xge.xml
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\EAGLE_2\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+UE4Launcher+Epic+Games+4.7\UAT_XGE.xml=True
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.RunXGE: Running XGE *******
MainFrameActions: Packaging (Windows (64-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe=True
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe "C:\Users\EAGLE_2\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+UE4Launcher+Epic+Games+4.7\UAT_XGE.xml" /Rebuild /MaxCPUS=200
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: 
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: -----------------------------------------------------------------
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: Xoreax Grid Engine Console 5.0 (build 1496)
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: Copyright (C) 2001-2013 Xoreax Software Ltd. All rights reserved.
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: -----------------------------------------------------------------
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: 
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: 
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: Initializing...
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: --------------------Project: Env_0---------------------------------------------
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: ** For NetTest01-Win64-Development
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: NetTest01.exe
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: LINK : fatal error LNK1181: cannot open input file 'F:\UE4Launcher\Epic Games\4.7\Engine\Binaries\Win64\UE4Game-Redist-DesktopPlatform.lib'
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: 
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: Error executing C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\amd64\link.exe (tool returned code: 1181)
MainFrameActions: Packaging (Windows (64-bit)): xgConsole:  
MainFrameActions: Packaging (Windows (64-bit)): xgConsole: ---------------------- Done ----------------------
MainFrameActions: Packaging (Windows (64-bit)): xgConsole:  
MainFrameActions: Packaging (Windows (64-bit)): xgConsole:     Rebuild All: 0 succeeded, 1 failed, 0 skipped
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 2.5096791s to run xgConsole.exe, ExitCode=1
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.RunXGE: XGE did not succeed *******
MainFrameActions: Packaging (Windows (64-bit)): UE4Build.RunXGE: XGE failed on try 1: AutomationTool.AutomationException: Command failed (Result:1): C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe "C:\Users\EAGLE_2\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+UE4Launcher+Epic+Games+4.7\U
MainFrameActions: Packaging (Windows (64-bit)): AT_XGE.xml" /Rebuild /MaxCPUS=200. See logfile for details: 'xgConsole.txt' 
MainFrameActions: Packaging (Windows (64-bit)):    At AutomationTool.UE4Build.RunXGE(List`1 Actions, String TaskFilePath, Boolean DoRetries, Boolean SpecialTestFlag)
MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED  

Cheers
Omega

and, 4.7.3 package android etc1 failed with same problem:
MainFrameActions: Packaging (Android (ETC1)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: F:\UE4_levels\NetTest01\Binaries\Android\NetTest01-armv7-es2.so

i have a test in 4.7.1, failed too. it seems problem is i have use some platform features and add TargetPlatform module reference. but package action can not find the lib. so i should use the engine compiled with full source code ?

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;

public class NetTest01 : ModuleRules
{
	public NetTest01(TargetInfo Target)
	{
        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
        PrivateDependencyModuleNames.AddRange(new string[] { "AIModule", "Sockets", "Networking", "Json", "TargetPlatform" });
	}
}

but i found the missing lib file has existed in Engine/Intermediate Directory, but no Redist copy.
full path is: F:\UE4Launcher\Epic Games\4.7\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-DesktopPlatform.lib

Hi Omega,

I was able to reproduce the issue that you described, and have submitted a report to have this investigated further (UE-13685). I did notice that this seems to be only occurring in binary versions of the Editor installed through the Launcher. If you have build the Engine using source code, the project packages successfully with the TargetPlatform dependency.

Hi ,

Thanks for your response~~~
You are my sunshine~

Cheers
Omega