Build error for Windows 32bit Release build

I cant package my game here is the error log, i’m using unreal 4.7.6.

Attached log file [link text][1]

40454-errorlogtext.txt (235 KB)

Hey

Are you able to package one of our templates without receiving this error? Please make sure you’re packaging our template the exact same way you’re packaging your project. Also, with the error that you received, could you please submit that to us as a .txt file for easier viewing?

Thank you!

Hey, I’ve amended the first post to include a text file.

I can successfully build the Content Examples project using the same settings.

Hey

I’ve had the developers review the you provided. It looks like line 20 of your DefaultEngine.ini is having trouble. You can see that here:

MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: Exception in UnrealBuildTool: Failed to find value when parsing D:\LIBRARIES\DOCUMENTS\UNREAL PROJECTS\VALE\Config\DefaultEngine.ini, line 20: …
MainFrameActions: Packaging (Windows (32-bit)): Stacktrace: at UnrealBuildTool.ConfigCacheIni.ParseKeyValuePair(String TrimmedLine,
MainFrameActions: Packaging (Windows (32-bit)): String Filename, Int32 LineIndex, String& Key, String& Value)
MainFrameActions: Packaging (Windows (32-bit)): at UnrealBuildTool.ConfigCacheIni.ParseIniFile(String Filename)
MainFrameActions: Packaging (Windows (32-bit)): at UnrealBuildTool.ConfigCacheIni.Init(UnrealTargetPlatform Platform, String BaseIniName, String ProjectDirectory, String EngineDirectory)
MainFrameActions: Packaging (Windows (32-bit)): at UnrealBuildTool.HTML5SDKInfo.EnsureConfigCacheIsReady()
MainFrameActions: Packaging (Windows (32-bit)): at UnrealBuildTool.HTML5SDKInfo.EmscriptenSDKPath()
MainFrameActions: Packaging (Windows (32-bit)): at UnrealBuildTool.HTML5ToolChain.RegisterToolChain()
MainFrameActions: Packaging (Windows (32-bit)): at UnrealBuildTool.UnrealBuildTool.RegisterAllUBTClasses(Boolean bSkipBuildPlatforms)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.ScriptCompiler.FindAndCompileAllScripts(List`1 AdditionalScriptsFolders)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.MainProc(Object Param)

Did you make any changes to your DefaultEngine.ini file when you were creating your project?

Thank you!

My DefaultEngine.ini hasn’t been touched unless edited by the Unreal Editor. Line 20 is the 3 dots in this section

[PhysicalMaterial.SurfaceTypes]
SurfaceType1=Glass
SurfaceType2=Metal
SurfaceType3=Wood
SurfaceType4=Concrete
...
SurfaceType30=CollapsedStar

[Attached is the defaultengine ini][1]

40737-defaultengine.txt (3.86 KB)

Hey

It looks like you’ve added in those lines of code, as it’s not added into the DefaultEngine.ini. Were you looking over Physical Materials at one point? I would suggest removing those lines of code from your DefaultEngine.ini to see if you’re able to open your project or not.

If you want to keep that information in your DefaultEngine.ini file, you’re going to need to finish it, do you see where it jumps from SurfaceType4=Concrete all the way to SurfaceType30=CollapsedStar? The …'s aren’t able to be read properly, you add in the amount of SurfaceTypes needed for your project.

Here is the [Physical Material Documentation][1].

Looking forward to hearing back from you!

Physical Materials User Guide for Unreal Engine | Unreal Engine 5.1 Documentation

Hey

I have not heard from you in quite sometime. For tracking purposes, I must close this thread at this time. However, if you’re still experiencing trouble, please do not hesitate to reply back to this thread and we will assist you further.

Have a great day! :slight_smile: