(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

I was doing some debugging and found it frustrating to miss some single frame events on the screen, so I modified the code so I could append to a file and store events and just search for the relevant one later. There’s a PR for .

Also, any ideas on how to record (and save) a video of the scene from a specific camera (not necessarily the user’s viewpoint camera)?
I’m currently thinking of taking screenshots and using OpenCV to create a video since using the shot command is just too slow. I need the videos to be full resolution, something like a “Save Action Replay” but without the hassle of tracking actors’ details.

Dear @EvoPulseGaming and @KunalTyagi ,

Thank you for your contributions, and welcome to the UE4 forums!

I’ve already processed @KunalTyagi Linux contributions, thank you again!

I will process @EvoPulseGaming 's PR soon :slight_smile:

Have fun today!
​​​​​​​
:heart:

Hello, ! You stated the the plugin is Content-Only. What should I do if I have a C++ based project? I really need your plugin. Thanks in advance!

~

With a C++ project you can still use plugin like with any other project. You can compile the code with your project if you want (from here: ) or you can just grab the binaries and throw them in the <project name>/Plugins directory. Or the Engine/Plugins directory for the engine itself. Since I do multiple projects and want to have a common plugin, I throw it in Engine\Plugins\Runtime\VictoryPlugin.

I cant use plugin in my 4.16.3 project
I get when i use the nodes and try to restart.


Assertion failed: NewOperatorInputA [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node_CommutativeAssociativeBinaryOperator.cpp] [Line: 287]



KERNELBASE
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_BlueprintGraph
UE4Editor_KismetCompiler
UE4Editor_KismetCompiler
UE4Editor_KismetCompiler
UE4Editor_KismetCompiler
UE4Editor_KismetCompiler
UE4Editor_KismetCompiler
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_AirSim!ConstructorHelpersInternal::FindOrLoadClass() [d:\unrealversjons\ue_4.16\engine\source\runtime\coreuobject\public\uobject\constructorhelpers.h:86]
UE4Editor_AirSim!ConstructorHelpers::FClassFinder<APIPCamera>::FClassFinder<APIPCamera>() [d:\unrealversjons\ue_4.16\engine\source\runtime\coreuobject\public\uobject\constructorhelpers.h:159]
UE4Editor_AirSim!ACarPawn::ACarPawn() [d:\marius\airsim\airsim ue4 directory\airsimrendertarget\plugins\airsim\source\car\carpawn.cpp:158]
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Core
UE4Editor_Core
UE4Editor_Projects
UE4Editor_Projects
UE4Editor_Projects
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

EDIT:

Why is happening?

@oppne it looks like the plugin is not enabled. Can you double check that it is? What nodes are causing the editor to crash?

The plugin is enabled, anywhere placing any node from victory plugin causes .

EDIT:

If you wanna know, i got the airsim plugin from microsoft as well, and im trying to place the logic inside a gamemode blueprints from airsim, but is the weird thing:
The victory blueprints work, UNTILL, i start putting in pause nodes and making the event tickable under pause, but the most weird thing is that after i unticked it and removed the pause nodes, it still crashes when trying to start. I have to unplug the victory nodes to start the project again.

The 4.18 download link appears to not be working. I tried the older links and they work fine. What am I doing wrong?

Thanks!

EDIT: It’s working now, must have been a mediafire.

Thanks for the 4.18 build, !

You’ve probably been asked a lot but I couldn’t find an answer: is there any reason why you haven’t released to the marketplace? It’d certainly make installation easier.

Hello there!,
i have 2>F:\Epic Games\GITHUB\4.15\UnrealEngine\Engine\Plugins\Runtime\VictoryPlugin\Source\VictoryBPLibrary\Private\VictoryBPFunctionLibrary.cpp(51): fatal error C1083: Cannot open include file: ‘DestructibleComponent.h’: No such file or directory

I seems my Target.Platform is not setup correctly for some reasons

(issus with //APEX EXCLUSIONS
/*if (Target.Platform != UnrealTargetPlatform.Android && Target.Platform != UnrealTargetPlatform.HTML5 && Target.Platform != UnrealTargetPlatform.IOS))

I’ve finished my development and now I’m testing iOS deployment from my Mac.

If I go to the plugins window and go “package” it fails with the following output:


UATHelper: Package Plugin Task (Mac): Running AutomationTool...
UATHelper: Package Plugin Task (Mac): Setting up Mono
UATHelper: Package Plugin Task (Mac): Compiling AutomationTool with xbuild
UATHelper: Package Plugin Task (Mac): xbuild Source/Programs/AutomationTool/AutomationTool.csproj /p:Configuration=Development /p:Platform=AnyCPU /verbosity:quiet /nologo /p:TargetFrameworkProfile=
UATHelper: Package Plugin Task (Mac): /Users/Shared/Epic Games/UE_4.18/Engine/Binaries/ThirdParty/Mono/Mac/lib/mono/4.5/Microsoft.CSharp.targets: error : Error executing tool '/Users/Shared/Epic Games/UE_4.18/Engine/Binaries/ThirdParty/Mono/Mac/lib/mono/4.5/mcs.exe': ApplicationName='/Users/Shared/Epic Games/UE_4.18/Engine/Binaries/ThirdParty/Mono/Mac/lib/mo
no/4.5/mcs.exe', CommandLine='/noconfig @/var/folders/_m/2y0661f10jn4hbzjp9bzfg_80000gn/T/tmp7ed7821.tmp', CurrentDirectory='/Users/Shared/Epic Games/UE_4.18/Engine/Source/Programs/DotNETCommon/DotNETUtilities', Native error= Cannot find the specified file
UATHelper: Package Plugin Task (Mac): _wapi_handle_unref_full: Attempting to unref unused handle 0x6053
UATHelper: Package Plugin Task (Mac): /Users/Shared/Epic Games/UE_4.18/Engine/Binaries/ThirdParty/Mono/Mac/lib/mono/4.5/Microsoft.CSharp.targets: error : Error executing tool '/Users/Shared/Epic Games/UE_4.18/Engine/Binaries/ThirdParty/Mono/Mac/lib/mono/4.5/mcs.exe': ApplicationName='/Users/Shared/Epic Games/UE_4.18/Engine/Binaries/ThirdParty/Mono/Mac/lib/mo
no/4.5/mcs.exe', CommandLine='/noconfig @/var/folders/_m/2y0661f10jn4hbzjp9bzfg_80000gn/T/tmp6c804dfd.tmp', CurrentDirectory='/Users/Shared/Epic Games/UE_4.18/Engine/Source/Programs/UnrealBuildTool', Native error= Cannot find the specified file
UATHelper: Package Plugin Task (Mac): _wapi_handle_unref_full: Attempting to unref unused handle 0x6066
UATHelper: Package Plugin Task (Mac): /Users/Shared/Epic Games/UE_4.18/Engine/Binaries/ThirdParty/Mono/Mac/lib/mono/4.5/Microsoft.CSharp.targets: error : Error executing tool '/Users/Shared/Epic Games/UE_4.18/Engine/Binaries/ThirdParty/Mono/Mac/lib/mono/4.5/mcs.exe': ApplicationName='/Users/Shared/Epic Games/UE_4.18/Engine/Binaries/ThirdParty/Mono/Mac/lib/mo
no/4.5/mcs.exe', CommandLine='/noconfig @/var/folders/_m/2y0661f10jn4hbzjp9bzfg_80000gn/T/tmp413bb6f6.tmp', CurrentDirectory='/Users/Shared/Epic Games/UE_4.18/Engine/Source/Programs/AutomationTool/AutomationUtils', Native error= Cannot find the specified file
UATHelper: Package Plugin Task (Mac): _wapi_handle_unref_full: Attempting to unref unused handle 0x6079
UATHelper: Package Plugin Task (Mac): _wapi_handle_unref_full: Attempting to unref unused handle 0x607a
UATHelper: Package Plugin Task (Mac): RunUAT ERROR: AutomationTool failed to compile.

I’m green and fresh to Mac builds - is anyone able to tell me what’s likely to be going on here? It seems like it can’t find something.

I ended up solving it by copying out the method I needed to a new plugin, but I’d still be curious as to what’s going on above.

Hello everybody! I’m trying to compile for and I get errors


2>In file included from D:/Archivos/MEGA/Prototipos/Virtrin_Release/Proyecto/Virtrin_Release_418/Plugins/VictoryBPLibrary/Intermediate/Build/Android/UE4/Shipping/VictoryBPLibrary/Module.VictoryBPLibrary.gen.1_of_2.cpp:3:
2>D:\Archivos\MEGA\Prototipos\Virtrin_Release\Proyecto\Virtrin_Release_418\Plugins\VictoryBPLibrary\Intermediate\Build\Android\UE4\Inc\VictoryBPLibrary\VictoryBPFunctionLibrary.gen.cpp(261,2): error : unknown type name 'APEXDESTRUCTION_API'
2>        APEXDESTRUCTION_API UClass* Z_Construct_UClass_UDestructibleComponent_NoRegister();
2>        ^
2>D:\Archivos\MEGA\Prototipos\Virtrin_Release\Proyecto\Virtrin_Release_418\Plugins\VictoryBPLibrary\Intermediate\Build\Android\UE4\Inc\VictoryBPLibrary\VictoryBPFunctionLibrary.gen.cpp(261,28): error : expected ';' after top level declarator
2>        APEXDESTRUCTION_API UClass* Z_Construct_UClass_UDestructibleComponent_NoRegister();
2>                                  ^
2>                                  ;
2>In file included from D:/Archivos/MEGA/Prototipos/Virtrin_Release/Proyecto/Virtrin_Release_418/Plugins/VictoryBPLibrary/Intermediate/Build/Android/UE4/Shipping/VictoryBPLibrary/Module.VictoryBPLibrary.cpp:3:
2>D:\Archivos\MEGA\Prototipos\Virtrin_Release\Proyecto\Virtrin_Release_418\Plugins\VictoryBPLibrary\Source\VictoryBPLibrary\Private\VictoryBPFunctionLibrary.cpp(51,10): fatal error : 'DestructibleComponent.h' file not found
2>#include "DestructibleComponent.h"
2>         ^
2>D:\Archivos\MEGA\Prototipos\Virtrin_Release\Proyecto\Virtrin_Release_418\Plugins\VictoryBPLibrary\Intermediate\Build\Android\UE4\Inc\VictoryBPLibrary\VictoryBPFunctionLibrary.gen.cpp(8106,327): error : use of undeclared identifier 'Z_Construct_UClass_UDestructibleComponent_NoRegister'; did you mean 'Z_Construct_UClass_UPrimitiveComponent_NoRegister'?
2>                        static const UE4CodeGen_Private::FObjectPropertyParams NewProp_DestructibleComp = { UE4CodeGen_Private::EPropertyClass::, "DestructibleComp", RF_Public|RF_Transient|RF_MarkAsNative, 0x0010000000080080, 1, nullptr, STRUCT_OFFSET(VictoryBPFunctionLibrary_eventVictoryDestructible_DestroyChunk_Parms, DestructibleComp), Z_Construct_UClass_UDestructibleComponent_NoRegister, METADATA_PARAMS(NewProp_DestructibleComp_MetaData, ARRAY_COUNT(NewProp_DestructibleComp_MetaData)) };
2>                                                                                                                                                                                                                                                                                                                                                           ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2>                                                                                                                                                                                                                                                                                                                                                           Z_Construct_UClass_UPrimitiveComponent_NoRegister
2>D:\Archivos\MEGA\Prototipos\Virtrin_Release\Proyecto\Virtrin_Release_418\Plugins\VictoryBPLibrary\Intermediate\Build\Android\UE4\Inc\VictoryBPLibrary\VictoryBPFunctionLibrary.gen.cpp(82,21) :  note: 'Z_Construct_UClass_UPrimitiveComponent_NoRegister' declared here
2>        ENGINE_API UClass* Z_Construct_UClass_UPrimitiveComponent_NoRegister();
2>                           ^
2>3 errors generated.
2>1 error generated.

What’s wrong? Everything was fine in 4.17 (I did updated the plugin and everything to the most recent version)
And BTW, compiling for Windows gives no errors

HTML5; version 4.18.1
I installed according to the instructions: (39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required! - Blueprint - Epic Developer Community Forums

(RU )“Error: Не удается найти указанный файл” — (ENG) “Error: Can not find the specified file” … and a link to the directory of my project (image 1)
I copied the plugin files to the directory “Engine\Plugins\Runtime” (image 2)

I’m trying to package my project with the plugin in 4.16 for Win32/64 but when I start packaging it complains about Visual Studio 2015 not being installed. Do I really need to have it installed?
And if so - why does it need it?

Any project specific code plugin will want Visual Studio installed, the editor uses it to check if said plugin is up to date, and recompiles it if necessary. I believe you can actually use instead of Visual Studio proper:

I tried that link but Visual Studio Code doesn’t seem to work.
Oh well… installing VS2015 now to see if that works.

Hey there,
I rly like to know if it is possible to package the plugin with Android? If yes is there any instruction on how to do it?
Everything works fine on Windows, but i cant get it work on Android…such as getting “root path” etc.

Would be very happy if someone can answer .
cheerio PA :slight_smile:

What I noticed now after installing VS2015 is that the build just fails pretty much straight away with in the log:


LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(1343679726) SRandInit(1343679726).
LogTaskGraph: Started task graph with 5 named threads and 8 total threads with 1 sets of task threads.
LogStats: Stats thread started at 0.931260
LogInit: Using libcurl 7.47.1
LogInit:  - built for x86_64-pc-win32
LogInit:  - supports SSL with OpenSSL/1.0.2g
LogInit:  - supports HTTP deflate (compression) using libz 1.2.8
LogInit:  - other features:
LogInit:      CURL_VERSION_SSL
LogInit:      CURL_VERSION_LIBZ
LogInit:      CURL_VERSION_IPV6
LogInit:      CURL_VERSION_ASYNCHDNS
LogInit:      CURL_VERSION_LARGEFILE
LogInit:      CURL_VERSION_IDN
LogInit:  CurlRequestOptions (configurable via config and command line):
LogInit:  - bVerifyPeer = false  - Libcurl will NOT verify peer certificate
LogInit:  - bUseHttpProxy = false  - Libcurl will NOT use HTTP proxy
LogInit:  - bDontReuseConnections = false  - Libcurl will reuse connections
LogInit:  - CertBundlePath = nullptr  - Libcurl will use whatever was configured at build .
LogInit: Build: ++UE4+Release-4.16-CL-3561208
LogInit: Engine Version: 4.16.3-3561208+++UE4+Release-4.16
LogInit: Compatible Engine Version: 4.16.0-3452394+++UE4+Release-4.16
LogInit: Net CL: 3452394
LogDevObjectVersion: Number of dev versions registered: 16
LogDevObjectVersion:   Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 9
LogDevObjectVersion:   Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
LogDevObjectVersion:   Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 2
LogDevObjectVersion:   Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 17
LogDevObjectVersion:   Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 23
LogDevObjectVersion:   Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0
LogDevObjectVersion:   Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
LogDevObjectVersion:   Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
LogDevObjectVersion:   Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
LogDevObjectVersion:   Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
LogDevObjectVersion:   Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 15
LogDevObjectVersion:   Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 4
LogDevObjectVersion:   Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
LogDevObjectVersion:   Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
LogDevObjectVersion:   Private-Geometry (6EACA3D4-40EC-4CC1-B786-8BED09428FC5): 1
LogDevObjectVersion:   Dev-AnimPhys (29E575DD-E0A3-4627-9D10-D276232CDCEA): 3
LogInit: Compiled (64-bit): Jul 28 2017 11:49:47
LogInit: Compiled with Visual C++: 19.00.24215.01
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.16
LogInit: Command line:  
LogInit: Base directory: C:/Program Files/Epic Games/UE_4.16/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogInit: Presizing for  8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit:  subsystem initialized
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer: THINKBOCK
LogInit: User: nelson
LogInit: CPU Page size=4096, Cores=4
LogInit: High frequency timer resolution =2.437501 MHz
LogMemory: Memory total: Physical=15.9GB (16GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 273.45 MB used, 273.45 MB peak
LogMemory: Process Virtual Memory: 270.90 MB used, 270.90 MB peak
LogMemory: Physical Memory: 5154.10 MB used,  11084.66 MB free, 16238.77 MB total
LogMemory: Virtual Memory: 645.12 MB used,  11084.66 MB free, 134217728.00 MB total
LogInit: Using OS detected language (en-US).
LogInit: Using OS detected locale (en-US).
LogTextLocalizationManager: No specific localization for 'en-US' exists, so the 'en' localization will be used.
LogD3D11RHI: D3D11 adapters:
LogD3D11RHI:    0. 'NVIDIA GeForce GTX 950M' ( Level 11_0)
LogD3D11RHI:       2019/0/8072 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:1, VendorId:0x10de
LogD3D11RHI:    1. 'Intel(R) HD Graphics 630' ( Level 11_0)
LogD3D11RHI:       128/0/8072 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x8086
LogD3D11RHI:    2. 'Microsoft Basic Render Driver' ( Level 11_0)
LogD3D11RHI:       0/0/8072 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
LogD3D11RHI: Chosen D3D11 Adapter: 0
LogD3D11RHI: Creating new Direct3DDevice
LogD3D11RHI:     GPU DeviceId: 0x139a (for the marketing name, search the web for "GPU Device Id")
LogWindows: EnumDisplayDevices:
LogWindows:    0. 'Intel(R) HD Graphics 630' (P:1 D:1)
LogWindows:    1. 'Intel(R) HD Graphics 630' (P:0 D:0)
LogWindows:    2. 'Intel(R) HD Graphics 630' (P:0 D:0)
LogWindows: DebugString: PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter FoundDriverCount:0 
LogD3D11RHI:     Adapter Name: NVIDIA GeForce GTX 950M
LogD3D11RHI:   Driver Version: Unknown (internal:Unknown, unified:Unknown)
LogD3D11RHI:      Driver Date: Unknown
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
LogD3D11RHI: Async texture creation enabled
LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 1)
LogShaderCompilers: Guid format shader working directory is -11 characters bigger than the processId version (../../../../../../Users/nelson/Desktop/HalloweenVS_Victory/Intermediate/Shaders/WorkingDirectory/9540/).
LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/nelson/AppData/Local/Temp/UnrealShaderWorkingDir/1BDF947C47C5C5726505A1A71783A527/'.
LogShaderCompilers:Display: Using Local Shader Compiler.
LogTemp:Display: Loaded TP AllDesktopTargetPlatform
LogTemp:Display: Loaded TP MacClientTargetPlatform
LogTemp:Display: Loaded TP MacNoEditorTargetPlatform
LogTemp:Display: Loaded TP MacServerTargetPlatform
LogTemp:Display: Loaded TP MacTargetPlatform
LogTemp:Display: Loaded TP WindowsClientTargetPlatform
LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
LogTemp:Display: Loaded TP WindowsServerTargetPlatform
LogTemp:Display: Loaded TP WindowsTargetPlatform
LogTemp:Display: Loaded TP AndroidTargetPlatform
LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
LogTemp:Display: Loaded TP Android_ATCTargetPlatform
LogTemp:Display: Loaded TP Android_DXTTargetPlatform
LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
LogTemp:Display: Loaded TP Android_MultiTargetPlatform
LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
LogTemp:Display: Loaded TP HTML5TargetPlatform
LogTemp:Display: Loaded TP IOSTargetPlatform
LogTemp:Display: Loaded TP TVOSTargetPlatform
LogTemp:Display: Loaded TP LinuxClientTargetPlatform
LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
LogTemp:Display: Loaded TP LinuxServerTargetPlatform
LogTemp:Display: Loaded TP LinuxTargetPlatform
LogTargetPlatformManager:Display: Building Assets For Windows
LogDerivedDataCache:Display:  Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 1.04s 90MB C:/Users/nelson/AppData/Local/UnrealEngine/4.16/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/nelson/AppData/Local/UnrealEngine/4.16/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file ../../../../../../Users/nelson/Desktop/HalloweenVS_Victory/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache: FDerivedDataBackendGraph:  CompressedPak pak cache file ../../../../../../Users/nelson/Desktop/HalloweenVS_Victory/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
LogDerivedDataCache: Using Local data cache path C:/Users/nelson/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
LogMaterial: Verifying Global Shaders for PCD3D_SM5
LogSlate: Using Freetype 2.6.0
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogInit: Selected Device Profile: [Windows]
LogContentStreaming: Texture pool size is 0.00 MB
LogMeshUtilities: Using QuadricMeshReduction for automatic static mesh reduction
LogSimplygon: Simplygon DLL not present - disabling.
LogMeshUtilities: Using SimplygonSwarm for distributed automatic mesh merging
LogMeshUtilities: No automatic skeletal mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
LogNetVersion: HalloweenVS , NetCL: 3452394, EngineNetVer: 2, GameNetVer: 0 (Checksum: 3556314167)
LogAssetRegistry: FAssetRegistry took 0.0300 seconds to start up
LogPackageLocalizationCache: Processed 4 localized package path(s) for 2 prioritized culture(s) in 0.056665 seconds
LogUObjectArray: 34014 objects as part of root set at end of initial load.
LogUObjectAllocator: 7214384 out of 0 bytes used by permanent  pool.
LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogTcpMessaging: Initializing TcpMessaging bridge
LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
LogMaterial: Uniform references updated for custom material expression Custom.
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
LogEngine: Initializing Engine...
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset -  0.000 s
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast -  0.000 s
LogAIModule: Creating AISystem for world Untitled
LogInit: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogDerivedDataCache: Saved boot cache 0.05s 90MB C:/Users/nelson/AppData/Local/UnrealEngine/4.16/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogEngineSessionManager: EngineSessionManager initialized
LogWindowsTextInputMethodSystem:Display: IME system now deactivated.
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LocalizationService: Info Localization service is disabled
LogFileCache: Scanning file cache for directory 'C:/Users/nelson/Desktop/HalloweenVS_Victory/Content/' took 0.02s
LogCook:Display:  memory allowance for cook 16384mb min free memory 0mb
LogCook:Display: Mobile HDR setting 1
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE="../../../../../../Users/nelson/Desktop/HalloweenVS_Victory/Content/Maps/HalloweenGame_Level.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogAIModule: Creating AISystem for world HalloweenGame_Level
LogSkeletalMesh: USkeletalMeshComponent::InitArticulated : Could not find root physics body: CharacterMesh0
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 58.207ms to complete.
LogFileHelpers: Loading map 'HalloweenGame_Level' took 3.255
LogCrashTracker: Crashtracker disabled due to settings.
LogCollectionManager: Loaded 0 collections in 0.001442 seconds
LogFileCache: Scanning file cache for directory 'C:/Users/nelson/Desktop/HalloweenVS_Victory/Saved/Collections/' took 0.01s
LogFileCache: Scanning file cache for directory 'C:/Users/nelson/Desktop/HalloweenVS_Victory/Content/Developers/nelson/Collections/' took 0.01s
LogFileCache: Scanning file cache for directory 'C:/Users/nelson/Desktop/HalloweenVS_Victory/Content/Collections/' took 0.01s
LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000001 seconds
LogContentBrowser: Native class hierarchy populated in 0.0101 seconds. Added 2307 classes and 449 folders.
LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0005 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0006 seconds. Added 0 classes and 0 folders.
LogSlate: Took 0.006765 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
LogSlate: Took 0.005015 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K)
LogRenderer: Reallocating scene render targets to support 1168x964 NumSamples 1 (Frame:1).
LogUObjectGlobals:Warning: Failed to find  'Class None.'
LogContentBrowser: Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0006 seconds. Added 1 classes and 2 folders.
LogLoad: (Engine Initialization) Total : 34.35 seconds
LogLoad: (Engine Initialization) Total Blueprint compile : 0.51 seconds
LogExternalProfiler: Found external profiler: VSPerf
LogExternalProfiler: Using external profiler: VSPerf
LogContentStreaming: Texture pool size now 1000 MB
LogAssetRegistry: Asset discovery search completed in 17.1507 seconds
LogCollectionManager: Rebuilt the  cache for 0 collections in 0.000000 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000038 seconds (updated 0 objects)
UATHelper: Packaging (Windows (32-bit)): Running AutomationTool...
UATHelper: Packaging (Windows (32-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/Users/nelson/Desktop/HalloweenVS_Victory/HalloweenVS.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=C:/Users/nelson/Desktop/HalloweenVS_Victory/HalloweenVS.uproject -cook -stage -archive -archivedirectory="C:/Users/ne
lson/Documents/Unreal Projects/HalloweenVS/Testbuild" -package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -clean -compressed -pak -prereqs -distribution -nodebuginfo -targetplatform=Win32 -build -utf8output
UATHelper: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users
elson\Desktop\HalloweenVS_Victory\HalloweenVS.uproject
UATHelper: Packaging (Windows (32-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe HalloweenVS Win32 Shipping -Project=C:\Users
elson\Desktop\HalloweenVS_Victory\HalloweenVS.uproject -clean C:\Users
elson\Desktop\HalloweenVS_Victory\HalloweenVS.uproject -NoUBTMakefiles  -remoteini="C:\Users
elson
\Desktop\HalloweenVS_Victory" -nobuilduht -NoHotReload
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: Messages while compiling C:\Users
elson\Desktop\HalloweenVS_Victory\Intermediate\Build\BuildRules\HalloweenVSModuleRules.dll:
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: c:\Users
elson\Desktop\HalloweenVS_Victory\Plugins\VictoryPlugin\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs(7,9) : warning CS0618: 'UnrealBuildTool.ModuleRules.ModuleRules()' is obsolete: 'Please change your module constructor to take a ReadOnlyTargetRules parameter, and pass it to the base cl
■■■ constructor (eg. "MyModuleRules(ReadOnlyTargetRules Target) : base(Target)").'
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: C:\Users
elson\Desktop\HalloweenVS_Victory\Plugins\VictoryPlugin\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs: warning: Module constructors should take a ReadOnlyTargetRules argument (rather than a TargetInfo argument) and pass it to the base class constructor from 4.15 onwards. Please update th
e method signature.
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: ERROR: No 32-bit compiler toolchain found in C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe
UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 1.2237554s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.16\Engine\Binaries\DotNET\UnrealBuildTool.exe HalloweenVS Win32 Shipping -Project=C:\Users
elson\Desktop\HalloweenVS_Victory\HalloweenVS.uproje
ct -clean C:\Users
elson\Desktop\HalloweenVS_Victory\HalloweenVS.uproject -NoUBTMakefiles  -remoteini="C:\Users
elson\Desktop\HalloweenVS_Victory" -nobuilduht -NoHotReload. See logfile for details: 'UnrealBuildTool-2017.12.03-21.16.18.txt' 
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.UE4Build.CleanWithUBT(String TargetName, UnrealTargetPlatform Platform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictio
nary`2 InTargetToManifest)
UATHelper: Packaging (Windows (32-bit)):    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
UATHelper: Packaging (Windows (32-bit)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
UATHelper: Packaging (Windows (32-bit)):    at BuildCookRun.ExecuteBuild()
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.BuildCommand.Execute()
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.Automation.Process(String] Arguments)
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.Program.MainProc( Param)
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main,  Param)
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.Program.Main()
UATHelper: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (32-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error
LogSlate: Took 0.006746 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/FontAwesome.ttf' (139K)
LogSlate: Took 0.006484 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/DroidSansMono.ttf' (77K)

Can anyone help me with ? :frowning: