AutomationTool failing to buil

I’ve seen so many people posting problems building for windows… but no solution in answers solved the problem…
(set the gamemode from none to the used in game in the networking game field in map & modes settings)

MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFindFiles: SafeFindFiles D:\Program files\Epic Games\4.5\Engine\Plugins *.uplugin True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFindFiles: FindFiles D:\Program files\Epic Games\4.5\Engine\Plugins *.uplugin True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFindFiles: SafeFindFiles N:\CharlesEames *.uproject False
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFindFiles: FindFiles N:\CharlesEames *.uproject False
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFindFiles: SafeFindFiles N:\CharlesEames\Config * True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFindFiles: FindFiles N:\CharlesEames\Config * True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFindFiles: SafeFindFiles N:\CharlesEames\Saved\Cooked\WindowsNoEditor * True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFindFiles: FindFiles N:\CharlesEames\Saved\Cooked\WindowsNoEditor * True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFindFiles: SafeFindFiles D:\Program files\Epic Games\4.5\Engine\Content\Slate * True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFindFiles: FindFiles D:\Program files\Epic Games\4.5\Engine\Content\Slate * True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFindFiles: SafeFindFiles D:\Program files\Epic Games\4.5\Engine\Shaders\StandaloneRenderer * True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFindFiles: FindFiles D:\Program files\Epic Games\4.5\Engine\Shaders\StandaloneRenderer * True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFindFiles: SafeFindFiles D:\Program files\Epic Games\4.5\Engine\Content\Localization\ICU * True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFindFiles: FindFiles D:\Program files\Epic Games\4.5\Engine\Content\Localization\ICU * True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFindFiles: SafeFindFiles D:\Program files\Epic Games\4.5\Engine\Binaries\ThirdParty\ICU * True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFindFiles: FindFiles D:\Program files\Epic Games\4.5\Engine\Binaries\ThirdParty\ICU * True
MainFrameActions: Packaging (Windows (32-bit)): ErrorReporter.Error: ERROR: AutomationTool error: No files found to deploy for D:\Program files\Epic Games\4.5\Engine\Binaries\ThirdParty\ICU with wildcard * and exclusions
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 AutomationTool: No files found to deploy for D:\Program files\Epic Games\4.5\Engine\Binaries\ThirdParty\ICU with wildcard * and exclusions
MainFrameActions: Packaging (Windows (32-bit)): Stacktrace: at DeploymentContext.StageFiles(StagedFileType FileType, String In
MainFrameActions: Packaging (Windows (32-bit)): Path, String Wildcard, Boolean bRecursive, String[] ExcludeWildcard, String NewPath, Boolean bAllowNone, Boolean bRemap, String NewName)
MainFrameActions: Packaging (Windows (32-bit)): at Project.CreateStagingManifest(ProjectParams Params, DeploymentContext SC)
MainFrameActions: Packaging (Windows (32-bit)): at Project.CopyBuildToStagingDirectory(ProjectParams Params)
MainFrameActions: Packaging (Windows (32-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (32-bit)): at BuildCommand.Execute()
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 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: No files found to deploy for D:\Program files\Epic Games\4.5\Engine\Binaries\ThirdParty\ICU with wildcard * and exclusions
MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=30
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

The problem Is Automation Tool!
Much people has the same problem… For me in 4.5.0 the same…
But nobody has answer!

18526-automation+tool+build+failed.jpg

This is the log Build Failed in 4.5.0link text

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes. If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, could you please submit a new report for it.