I am trying to build my game that used to work on 4.7.0 with 4.7.5 and it shows up as build failed.
Here’s the log file:
MainFrameActions: Packaging (Windows (32-bit)): Running AutomationTool…
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: Running on WindowsHostPlatform
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: CWD=C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET
MainFrameActions: Packaging (Windows (32-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocodeproject -installed -nop4 -project=C:/Users/Rescue/Documents/Unreal Projects/MyProject/MyProject.uproject -cook -allmaps -stage -archive -archivedirectory=E:/Temp/RescueProto_PackedPC32bits -package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -clean -pak -prereqs -nodebuginfo -targetplatform=Win32 -build -utf8output -NoCompile
MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: IsBuildMachine=False
MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: ShouldKillProcesses=True
MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationTool.exe=True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.7
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.7/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.7
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/Rescue/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.7)
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Rescue\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.7\UAT_Log.txt
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationTool.exe=True
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.7
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.7/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.7/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LogFolder=C:/Users/Rescue/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.7
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools....\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Rescue\AppData\Local\Temp\HarvestEnvVars.txt
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Rescue\AppData\Local\Temp\HarvestEnvVars.bat=True
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Users\Rescue\AppData\Local\Temp\HarvestEnvVars.bat
MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars:
MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars: C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET>call “C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools....\VC\bin\x86_amd64\vcvarsx86_amd64.bat”
MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars:
MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars: C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET>set 1>“C:\Users\Rescue\AppData\Local\Temp\HarvestEnvVars.txt”
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 0.4220242s to run HarvestEnvVars.bat, ExitCode=0
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\Windows\Microsoft.NET\Framework
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\Windows\Microsoft.NET\Framework
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=C:\Windows\Microsoft.NET\Framework
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe=True
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=True
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools..\IDE\Devenv.com
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: Command Environment settings:
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: CmdExe=C:\Windows\system32\cmd.exe
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: EngineSavedFolder=C:/Program Files/Epic Games/4.7/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: HasCapabilityToCompile=True
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: LocalRoot=C:/Program Files/Epic Games/4.7
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: LogFolder=C:/Users/Rescue/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+4.7
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: MountExe=C:\Windows\system32\mount.exe
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools..\IDE\Devenv.com
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: RobocopyExe=C:\Windows\system32\robocopy.exe
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: TimestampAsString=2015-05-01_12.53.51
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: UATExe=C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationTool.exe
MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Users\Rescue\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.7\Rules)
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Rescue\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.7\Rules\UATRules-979718011.dll
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Rescue\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.7\Rules\UATRules-979718011.pdb
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Rescue\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.7\Rules\UATRules-979718011SourceFiles.txt
MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 6 script DLL(s).
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll.
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform HTML5Platform from C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll.
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform IOSPlatform from C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll.
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform GenericLinuxPlatform from C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll.
MainFrameActions: Packaging (Windows (32-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: Unknown
MainFrameActions: Packaging (Windows (32-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: Mac
MainFrameActions: Packaging (Windows (32-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne
MainFrameActions: Packaging (Windows (32-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: PS4
MainFrameActions: Packaging (Windows (32-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: WinRT
MainFrameActions: Packaging (Windows (32-bit)): Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.InitP4Support: Initializing AllowSubmit.
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.InitP4Support: AllowSubmit=False
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.InitP4Support: Initializing P4Enabled.
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.InitP4Support: P4Enabled=False
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.InitP4Support: P4CLRequired=False
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Rescue\Documents\Unreal Projects\MyProject\MyProject.uproject=True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Rescue\Documents\Unreal Projects\MyProject\MyProject.uproject=True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Rescue\Documents\Unreal Projects\MyProject\MyProject.uproject=True
MainFrameActions: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Rescue\Documents\Unreal Projects\MyProject\MyProject.uproject
MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.DetectTargetsForProject: Looking for targets for project C:\Users\Rescue\Documents\Unreal Projects\MyProject\MyProject.uproject
MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.DetectTargetsForProject: Searching for target rule files in C:\Users\Rescue\Documents\Unreal Projects\MyProject
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\Rescue\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.7\Rules\UATRules-979718011.dll=False
MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\Rescue\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+4.7\Rules\UATRules-979718011.dll
MainFrameActions: Packaging (Windows (32-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: Exception in UnrealBuildTool: ERROR: GetBuildPlatform: No BuildPlatform found for Win64
MainFrameActions: Packaging (Windows (32-bit)): Stacktrace: at UnrealBuildTool.TargetInfo…ctor(UnrealTargetPlatform InitPlatform, UnrealTargetConfiguration InitConfiguration, Nullable1 Init MainFrameActions: Packaging (Windows (32-bit)): Type) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectUtils.CompileAndLoadTargetsAssembly(ProjectProperties Properties, String TargetsDllFilename, Boolean DoNotCompile, List
1 TargetScripts)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectUtils.DetectTargetsForProject(ProjectProperties Properties, List1 ExtraSearchPaths) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectUtils.DetectProjectProperties(String RawProjectPath) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectUtils.GetProjectProperties(String RawProjectPath) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectParams.AutodetectSettings(Boolean bReset) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ProjectParams..ctor(String RawProjectPath, CommandUtils Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList
1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, Nullable1 StageNonMonolithic, String UE4Exe, String SignPak, List
1 ClientConfigsToBuild, List1 ServerConfigsToBuild, ParamList
1 MapsToCook, ParamList1 DirectoriesToCook, String InternationalizationPreset, ParamList
1 CulturesToCook, ParamList1 ClientCookedTargets, ParamList
1 EditorTargets, ParamList1 ServerCookedTargets, List
1 ClientTargetPlatforms, Dictionary2 ClientDependentPlatformMap, List
1 ServerTargetPlatforms, Dictionary2 ServerDependentPlatformMap, Nullable
1 Build, Nullable1 Cook, String CookFlavor, Nullable
1 Run, Nullable1 SkipServer, Nullable
1 Clean, Nullable1 Compressed, Nullable
1 UseDebugParamForEditorExe, Nullable1 IterativeCooking, Nullable
1 CookOnTheFly, Nullable1 CookOnTheFlyStreaming, String AdditionalCookerOptions, String BasedOnReleaseVersion, String CreateReleaseVersion, String DLCName, Nullable
1 NewCook, Nullable1 CrashReporter, Nullable
1 DedicatedServer, Nullable1 Client, Nullable
1 Deploy, Nullable1 FileServer, Nullable
1 Foreign, Nullable1 ForeignCode, Nullable
1 LogWindow, Nullable1 NoCleanStage, Nullable
1 NoClient, Nullable1 NoDebugInfo, Nullable
1 NoXGE, Nullable1 Package, Nullable
1 Pak, Nullable1 Prereqs, Nullable
1 NoBootstrapExe, Nullable1 SignedPak, Nullable
1 NullRHI, Nullable1 FakeClient, Nullable
1 EditorTest, Nullable1 RunAutomationTests, String RunAutomationTest, Nullable
1 CrashIndex, Nullable1 Rocket, Nullable
1 SkipCook, Nullable1 SkipCookOnTheFly, Nullable
1 SkipPak, Nullable1 SkipStage, Nullable
1 Stage, Nullable1 Manifests, Nullable
1 CreateChunkInstall, Nullable1 Unattended, Nullable
1 NumClients, Nullable1 Archive, String ArchiveDirectoryParam, Nullable
1 ArchiveMetaData, ParamList1 ProgramTargets, Nullable
1 Distribution, Nullable1 Prebuilt, Nullable
1 RunTimeoutSeconds, String OverrideMinimumOS, Nullable1 IterativeDeploy) MainFrameActions: Packaging (Windows (32-bit)): at BuildCookRun.SetupParams() MainFrameActions: Packaging (Windows (32-bit)): at BuildCookRun.ExecuteBuild() MainFrameActions: Packaging (Windows (32-bit)): at BuildCommand.Execute() MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Execute(List
1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: ERROR: GetBuildPlatform: No BuildPlatform found for Win64
MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=1
MainFrameActions: Packaging (Windows (32-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (32-bit)): copying UAT log files…
MainFrameActions: Packaging (Windows (32-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (32-bit)): BUILD FAILED