AutomationTool exiting with ExitCode=5

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!

Hello marc_hermitte,

From looking at the log, the only message that stands out is:

UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.

This could be related to a few things as we’ve had it reported by multiple users and they’ve had different ways of solving it. Firstly, do you have the Substance plugin or any other third party plugins installed? If so, please try disabling them and trying again. You can do this thoroughly by editing your .uproject file in a text editor and changing the “true” under the plugin to “false”.

If the above doesn’t work, please try creating a copy of your project and adding a blank C++ class to it. This will create the framework for a code project and could change the fact that the editor isn’t seeing a module to build although it’s trying to build one.

Thank you for your answer. I don’t think I have any substance plugin for Unreal as I use It straight from the launcher and did not download anything related to substance.(I do use the Modo plugin/kit in Modo, could that interfere with Unreal?)
I’m going to check how to add a C++ class to my scene (thank you google) and let you know It that works.

That would be the problem. While using the Modo plugin to import things is fine, users have been needing to disable it whenever they go to package recently, as it causes issues with packaging. Unfortunately, as far as I know, it’s up for the creator of the plugin to fix this issue. In the meantime I would suggest doing as other users have and disable this plugin whenever you need to package.

Ok, I’m going to try again without this material importer! Man, what a pain, It’s supposed to save time to the users by importing the material from Modo but It would definitly be faster to just create the materials from scratch, as the Unreal material system is really cool and (I find It) rather user friendly once you’ve wrap your mind around all the nodal logic.

Thank you for your time, I’ll post the result of disabling the importer a little later.

Confirmed! That was the problem… unbelievable!
Thank you so much for your help and THE solution!

No problem, I’m glad to see that it’s been fixed.

I can confirm that disabling the Substance plugin fixed this problem and my project now compile fine to HTML5.
4.14.0 on Windows 10.
Now the HTML5 app don’t accept any mouse input and renders. But this is another story.

Hi , Thank you very much. You save my life :smiley:

So the only way to package is to disable the plugins? I’m getting the same error but I need the plugins for my project! I use FMOD plugin for my sound so I can’t just turn that off…

If you’re getting the same message, about not finding any modules to build, you also have the option of adding code to your project and that may be able to fix it. I’d suggest making a copy of your project before doing this though, because once code is added, your project cannot go back to being Blueprint only.

I also saw that SDK 8.1 was missing which gave an error. Installed that and it’s working now. Jumped to conclusions to fast. I had the AutomationTool exiting with ExitCode=5 so I thought I might have the same problem. Thanks though!!

Hi, I had the same error, due to use of Audio Visualization plug-in. Once I’ve disabled it and unplugged some trigger nodes in a blueprint using methods from that plugin and compiled it, no more problemo in my package build.

As I understand fromcomment, that’s when a C++ developper should get in and fix the error adding the code UE4 needs to be able to build the game using methods from the plugin you re trying to use.

thanks it worked for me:)