After 7 hours, Package Build failed. Why?

Log attached.
Any idea why this has happened? It spend 7 hours Packaging a small/medium sized outdoor map.

The lighting build was fine, but packaging the project into a Win64 executable didn’t go as planned.

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AutomationTool.Automation.Process(String] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: No files found to deploy for C:\Users\Paul\Documents\Unreal Projects\ShooterGame\Binaries\Win64 with wildcard ShooterGame.exe and exclusions
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=30
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files…
MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED

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I had this happen and it was 2 automation tools running at once, when I went to task manager and made sure none(auto tool) were running in memory it built fine, and if it still doesn’t package try starting another fresh standard project from templates when that packages fine, the existing project that wouldn’t build should work, if you look in answerhub on this topic you will see topics that explain what doing this does to fix the packaging issue

Hi, Mangopork.

Could you please post cook.txt created automatically from the Editor?