Hello! Sorry, I’m totally new to game engines and a bit lost with this problem.
I intend to use unreal mostly to export archiViz models.
I did a very simple scene but when I try to package using the 4.12.5 (I aslo tried with the blank opening scene and with the previous unreal release, same result), I get this error log:
> LogPlatformFile: Not using cached read
> wrapper LogInit:Display:
> RandInit(287705728)
> SRandInit(287705729). LogTaskGraph:
> Started task graph with 4 named
> threads and 9 total threads with 1
> sets of task threads. LogStats: Stats
> thread started at 0.083635 LogInit:
> Version:
> 4.12.5-3039270+++UE4+Release-4.12 LogInit: API Version: 2992821 LogInit:
> Net Version: 3039270
> LogDevObjectVersion: Number of dev
> versions registered: 13
> LogDevObjectVersion: Dev-Blueprints
> (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2):
> 3 LogDevObjectVersion: Dev-Build
> (E1C64328-A22C-4D53-A36C-8E866417BD8C):
> 0 LogDevObjectVersion: Dev-Core
> (375EC13C-06E4-48FB-B500-84F0262A717E):
> 1 LogDevObjectVersion: Dev-Editor
> (E4B068ED-F494-42E9-A231-DA0B2E46BB41):
> 2 LogDevObjectVersion: Dev-Framework
> (CFFC743F-43B0-4480-9391-14DF171D2073):
> 6 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):
> 2 LogDevObjectVersion: Dev-Sequencer
> (7B5AE74C-D270-4C10-A958-57980B212A5A):
> 0 LogDevObjectVersion: Dev-VR
> (D7296918-1DD6-4BDD-9DE2-64A83CC13884):
> 0 LogInit: Compiled (64-bit): Jul 6
> 2016 09:09:46 LogInit: Compiled with
> Visual C++: 19.00.23026.00 LogInit:
> Build Configuration: Development
> LogInit: Branch Name:
> ++UE4+Release-4.12 LogInit: Command line: -EpicPortal LogInit: Base
> directory: C:/Program Files (x86)/Epic
> Games/4.12/Engine/Binaries/Win64/
> LogInit: Installed Engine Build: 1
> LogInit: Using libcurl 7.41.0 LogInit:
> - built for x86_64-pc-win32 LogInit: - supports SSL with WinSSL LogInit: - other features: LogInit:
> CURL_VERSION_SSL 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 = true - Libcurl will
> 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 time. LogInit:
> Presizing for max 8388607 objects,
> including 0 objects not considered by
> GC, pre-allocating 0 bytes for
> permanent pool. LogInit: Object
> subsystem initialized LogInit:
> Selected Device Profile: [Windows]
> LogInit: Applying CVar settings loaded
> from the selected device profile:
> [Windows] LogInit: Computer: 5820K
> LogInit: User: marc LogInit: CPU Page
> size=65536, Cores=6 LogInit: High
> frequency timer resolution =3.221767
> MHz LogMemory: Memory total:
> Physical=31.9GB (32GB approx)
> LogMemory: Platform Memory Stats for
> Windows LogMemory: Process Physical
> Memory: 191.83 MB used, 191.83 MB peak
> LogMemory: Process Virtual Memory:
> 197.43 MB used, 197.43 MB peak LogMemory: Physical Memory: 4117.13 MB
> used, 32661.62 MB total LogMemory:
> Virtual Memory: 521.07 MB used,
> 8388608.00 MB total LogTextLocalizationManager: No
> translations for ('fr-CH') exist,
> falling back to 'en' for localization
> and internationalization data.
> LogD3D11RHI: D3D11 adapters:
> LogD3D11RHI: 0. 'NVIDIA GeForce GTX
> 750 Ti' (Feature Level 11_0)
> LogD3D11RHI: 4034/0/16074 MB
> DedicatedVideo/DedicatedSystem/SharedSystem,
> Outputs:1, VendorId:0x10de
> LogD3D11RHI: Chosen D3D11 Adapter: 0
> LogD3D11RHI: Creating new
> Direct3DDevice LogD3D11RHI: GPU
> DeviceId: 0x1380 (for the marketing
> name, search the web for "GPU Device
> Id") LogWindows: EnumDisplayDevices:
> LogWindows: 0. 'NVIDIA GeForce GTX
> 750 Ti' (P:1 D:1) LogWindows: 1.
> 'NVIDIA GeForce GTX 750 Ti' (P:0 D:0)
> LogWindows: 2. 'NVIDIA GeForce GTX
> 750 Ti' (P:0 D:0) LogWindows: 3.
> 'NVIDIA GeForce GTX 750 Ti' (P:0 D:0)
> LogWindows: 4. 'RDPDD Chained DD'
> (P:0 D:0) LogWindows: 5. 'RDP
> Encoder Mirror Driver' (P:0 D:0)
> LogWindows: 6. 'RDP Reflector
> Display Driver' (P:0 D:0) LogWindows:
> DebugString:
> GetVideoDriverDetailsInvalid
> PrimaryIsNotTheChoosenAdapter
> GetVideoDriverDetailsInvalid
> PrimaryIsNotTheChoosenAdapter
> GetVideoDriverDetailsInvalid
> PrimaryIsNotTheChoosenAdapter
> FoundDriverCount:4 LogD3D11RHI:
> Adapter Name: NVIDIA GeForce GTX 750
> Ti LogD3D11RHI: Driver Version:
> 364.72 (internal:10.18.13.6472, unified:364.72) LogD3D11RHI:
> Driver Date: 3-21-2016 LogRHI: Texture
> pool is 1361 MB (70% of 1945 MB)
> LogD3D11RHI: Async texture creation
> enabled LogD3D11RHI: GPU Timing
> Frequency: 1000.000000 (Debug: 2 2)
> LogShaderCompilers: Guid format shader
> working directory is -15 characters
> bigger than the processId version
> (../../../../../../Users/marc/Documents/Unreal
> Projects/Depot/Intermediate/Shaders/WorkingDirectory/2328/).
> LogShaderCompilers: Cleaned the shader
> compiler working directory
> 'C:/Users/marc/AppData/Local/Temp/UnrealShaderWorkingDir/0F49086841D40014020DD2AA3B289FCF/'.
> LogShaderCompilers:Display: Using
> Local Shader Compiler.
> LogTemp:Display: Loaded TP
> AllDesktopTargetPlatform
> 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 LinuxNoEditorTargetPlatform
> LogTemp:Display: Loaded TP
> LinuxServerTargetPlatform
> LogTemp:Display: Loaded TP
> LinuxTargetPlatform
> LogTargetPlatformManager:Display:
> Building Assets For Windows
> LogDerivedDataCache:Display: Max Cache
> Size: 512 MB LogDerivedDataCache:
> Loaded boot cache 0.04s 50MB
> C:/Users/marc/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc.
> LogDerivedDataCache:Display: Loaded
> Boot cache:
> C:/Users/marc/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc
> LogDerivedDataCache:
> FDerivedDataBackendGraph: Pak pak
> cache file
> ../../../../../../Users/marc/Documents/Unreal
> Projects/Depot/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/marc/Documents/Unreal
> Projects/Depot/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/marc/AppData/Local/UnrealEngine/Common/DerivedDataCache:
> Writable LogInit: Selected Device
> Profile: [Windows]
> LogContentStreaming: Texture pool size
> is 0.00 MB LogMeshUtilities: No
> automatic mesh reduction module
> available LogMeshUtilities: No
> automatic mesh merging module
> available LogMeshUtilities: No
> distributed automatic mesh merging
> module available LogAssetRegistry:
> FAssetRegistry took 0.0199 seconds to
> start up LogPackageLocalizationCache:
> Processed 3 localized package path(s)
> for 1 prioritized culture(s) in
> 0.007557 seconds LogUObjectArray: 28739 objects as part of root set at
> end of initial load.
> LogUObjectAllocator: 5855624 out of 0
> bytes used by permanent object pool.
> LogUObjectArray: CloseDisregardForGC:
> 0/0 objects in disregard for GC pool
> LogInit: WinSock: version 1.1 (2.2),
> MaxSocks=32767, MaxUdp=65467 LogSlate:
> SlateFontCache - WITH_FREETYPE: 1,
> WITH_HARFBUZZ: 1 LogSlate:
> SlateFontCache - WITH_FREETYPE: 1,
> WITH_HARFBUZZ: 1 LogUdpMessaging:
> Initializing bridge on interface
> 0.0.0.0:0 to multicast group 230.0.0.1:6666. 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...
> LogHMD: SteamVR failed to initialize.
> Err: 110 LogHMD: SteamVR failed to
> initialize. Err: 110 LogAIModule:
> Creating AISystem for world NewWorld
> LogInit: XAudio2 using 'Speakers (2-
> USB Audio CODEC )' : 2 channels at
> 44.1 kHz using 16 bits per sample (channel mask 0x3) LogInit:
> FAudioDevice initialized.
> LogDerivedDataCache: Saved boot cache
> 0.02s 50MB C:/Users/marc/AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc.
> LogInit: Texture streaming: Enabled
> LogInit: Transaction tracking system
> initialized BlueprintLog: New page:
> Editor Load LocalizationService: Info
> Localization service is disabled
> LogCook:Display: Max memory allowance
> for cook 8192mb LogCook:Display:
> Mobile HDR setting 1 LogFileCache:
> Scanning file cache for directory
> 'C:/Users/marc/Documents/Unreal
> Projects/Depot/Content/' took 0.01s
> SourceControl: Info Source control is
> disabled Cmd: MAP LOAD
> FILE="../../../../../../Users/marc/Documents/Unreal
> Projects/Depot/Content/StarterContent/Maps/Minimal_Default.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
> Minimal_Default 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 32.562ms to complete.
> LogFileHelpers: Loading map
> 'Minimal_Default' took 1.315
> ModoMaterialImporter: Starting
> Extension logic LogCollectionManager:
> Loaded 0 collections in 0.001104
> seconds LogFileCache: Scanning file
> cache for directory
> 'C:/Users/marc/Documents/Unreal
> Projects/Depot/Saved/Collections/'
> took 0.01s LogFileCache: Scanning file
> cache for directory
> 'C:/Users/marc/Documents/Unreal
> Projects/Depot/Content/Developers/marc/Collections/'
> took 0.01s LogFileCache: Scanning file
> cache for directory
> 'C:/Users/marc/Documents/Unreal
> Projects/Depot/Content/Collections/'
> took 0.01s LogCollectionManager:
> Rebuilt the GUID cache for 0
> collections in 0.000002 seconds
> LogContentBrowser: Native class
> hierarchy populated in 0.0076 seconds.
> Added 2047 classes and 369 folders.
> LogStats:
> UGameplayTagsManager::ConstructGameplayTagTree:
> Construct from data asset - 0.000 s
> LogStats:
> UGameplayTagsManager::ConstructGameplayTagTree:
> GameplayTagTreeChangedEvent.Broadcast
> - 0.000 s LogContentBrowser: Native class hierarchy updated for
> 'GameplayTags' in 0.0004 seconds.
> Added 12 classes and 0 folders.
> LogContentBrowser: Native class
> hierarchy updated for 'WidgetCarousel'
> in 0.0003 seconds. Added 0 classes and
> 0 folders. LogContentBrowser: Native
> class hierarchy updated for
> 'AddContentDialog' in 0.0003 seconds.
> Added 0 classes and 0 folders.
> LogContentBrowser: Native class
> hierarchy updated for 'SceneOutliner'
> in 0.0003 seconds. Added 1 classes and
> 2 folders. LogCrashTracker:
> Crashtracker disabled due to settings.
> LogUObjectGlobals:Warning: Failed to
> find object 'Class None.'
> LogContentBrowser: Native class
> hierarchy updated for
> 'HierarchicalLODOutliner' in 0.0004
> seconds. Added 1 classes and 2
> folders. LogLoad: Full Startup: 5.68
> seconds (BP compile: 0.03 seconds)
> LogExternalProfiler: Found external
> profiler: VSPerf LogExternalProfiler:
> Using external profiler: VSPerf
> LogOcInput: OculusInput pre-init
> called LogContentStreaming: Texture
> pool size now 1000 MB LogRenderer:
> Reallocating scene render targets to
> support 1864x820 (Frame:2).
> LogStaticMesh: Allocated Allocated
> 437x64x64 distance field atlas = 3.4Mb
> LogAssetRegistry: Asset discovery
> search completed in 3.3975 seconds
> LogCollectionManager: Rebuilt the
> object cache for 0 collections in
> 0.000000 seconds (found 0 objects) LogCollectionManager: Fixed up
> redirectors for 0 collections in
> 0.000017 seconds (updated 0 objects) LogSavePackage: Save=104.01ms
> LogSavePackage: Moving
> '../../../../../../Users/marc/Documents/Unreal
> Projects/Depot/Saved/UEDPCMinimal_Default68CD1BEF4418D444B70E0D817BFA5F0E.tmp'
> to
> '../../../../../../Users/marc/Documents/Unreal
> Projects/Depot/Saved/Autosaves/Game/StarterContent/Maps/UEDPCMinimal_Default.umap'
> LogSavePackage:Display: Finished
> SavePackage
> ../../../../../../Users/marc/Documents/Unreal
> Projects/Depot/Saved/Autosaves/Game/StarterContent/Maps/UEDPCMinimal_Default.umap
> LogEditorTransaction: Undo Spawn Play
> From Here Start MainFrameActions:
> Packaging (Windows (64-bit)): Running
> AutomationTool... MainFrameActions:
> Packaging (Windows (64-bit)):
> Automation.ParseCommandLine: Parsing
> command line:
> -ScriptsForProject=C:/Users/marc/Documents/Unreal
> Projects/Depot/Depot.uproject
> BuildCookRun -nocompile
> -nocompileeditor -installed -nop4 -project=C:/Users/marc/Documents/Unreal
> Projects/Depot/Depot.uproje
> MainFrameActions: Packaging (Windows
> (64-bit)): ct -cook -stage -archive
> -archivedirectory=C:/DEPOT -package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -CookAll -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output MainFrameActions: Packaging (Windows
> (64-bit)): Automation.Process: Setting
> up command environment.
> MainFrameActions: Packaging (Windows
> (64-bit)): BuildCookRun.SetupParams:
> Setting up ProjectParams for
> C:\Users\marc\Documents\Unreal
> Projects\Depot\Depot.uproject
> MainFrameActions: Packaging (Windows
> (64-bit)): Project.Build: **********
> BUILD COMMAND STARTED **********
> MainFrameActions: Packaging (Windows
> (64-bit)): CommandUtils.Run: Run:
> C:\Program Files (x86)\Epic
> Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe
> UE4Game Win64 Shipping
> -remoteini="C:\Users\marc\Documents\Unreal
> Projects\Depot" -noxge
> -generatemanifest -NoHotReloadFromIDE MainFrameActions: Packaging (Windows
> (64-bit)): UnrealBuildTool: ERROR: No
> modules found to build. All requested
> binaries were already part of the
> installed engine data.
> MainFrameActions: Packaging (Windows
> (64-bit)): CommandUtils.Run: Run: Took
> 0.8590492s to run UnrealBuildTool.exe, ExitCode=5 MainFrameActions: Packaging
> (Windows (64-bit)): Program.Main:
> ERROR: AutomationTool terminated with
> exception:
> AutomationTool.AutomationException:
> Command failed (Result:5): C:\Program
> Files (x86)\Epic
> Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe
> UE4Game Win64 Shipping
> -remoteini="C:\Users\marc\Documents\Unreal
> Projects\Depot" -noxge -generatemani
> fest -NoHotReloadFromIDE. See logfile
> for details:
> 'UnrealBuildTool-2016.08.08-11.59.48.txt'
> MainFrameActions: Packaging (Windows
> (64-bit)): at
> AutomationTool.CommandUtils.RunAndLog(String
> App, String CommandLine, String
> Logfile, Int32 MaxSuccessCode, String
> Input, ERunOptions Options,
> Dictionary`2 EnvVars)
> MainFrameActions: Packaging (Windows
> (64-bit)): at
> AutomationTool.CommandUtils.RunUBT(CommandEnvironment
> Env, String UBTExecutable, String
> CommandLine, String LogName,
> Dictionary`2 EnvVars)
> MainFrameActions: Packaging (Windows
> (64-bit)): at
> AutomationTool.UE4Build.BuildWithUBT(
> MainFrameActions: Packaging (Windows
> (64-bit)): String TargetName,
> UnrealTargetPlatform TargetPlatform,
> String Config, FileReference
> UprojectPath, Boolean ForceMonolithic,
> Boolean ForceNonUnity, Boolean
> ForceDebugInfo, Boolean ForceFlushMac,
> Boolean DisableXGE, String InAddArgs,
> Boolean ForceUnity, Dictionary`2
> EnvVars) MainFrameActions: Packaging
> (Windows (64-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,
> Dictionary`2 InTargetToManifest)
> MainFrameActions: Packaging (Windows
> (64-bit)): at
> Project.Build(BuildCommand Command,
> ProjectParams Params, Int32 WorkingCL,
> ProjectBuildTargets TargetMask)
> MainFrameActions: Packaging (Windows
> (64-bit)): at
> BuildCookRun.DoBuildCookRun(ProjectParams
> Params) MainFrameActions: Packaging
> (Windows (64-bit)): at
> AutomationTool.BuildCommand.Execute()
> MainFrameActions: Packaging (Windows
> (64-bit)): at
> AutomationTool.Automation.Execute(List`1
> CommandsToExecute,
> CaselessDictionary`1 Commands)
> MainFrameActions: Packaging (Windows
> (64-bit)): at
> 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(Func`2
> Main, Object Param) MainFrameActions:
> Packaging (Windows (64-bit)): at
> AutomationTool.Program.Main()
> MainFrameActions: Packaging (Windows
> (64-bit)): Program.Main:
> AutomationTool exiting with ExitCode=5
> (5) MainFrameActions: Packaging
> (Windows (64-bit)): Domain_ProcessExit
> MainFrameActions: Packaging (Windows
> (64-bit)): copying UAT log files...
> MainFrameActions: Packaging (Windows
> (64-bit)): BUILD FAILED
> PackagingResults:Error: Error Unknown
> Error
I tried to update Visual Studio 2015 as advised on the Forum, checked some extras features (CV++ etc)
Same result.
Thank you!