Build Errors

I’ve looked around and couldn’t find a solution to get my game to build. Maybe someone can lead me in the right directio. Thanks! Sorry for the wall of text, figured it would be best to paste the whole thing.

LogInit: Version:
4.6.1-2386410+++depot+UE4-Releases+4.6 LogInit: API Version: 2369412 LogInit:
Compiled (64-bit): Dec 11 2014
21:31:39 LogInit: Compiled with Visual
C++: 18.00.21005.01 LogInit: Build
Configuration: Development LogInit:
Branch Name: ++depot+UE4-Releases+4.6
LogInit: Command line: LogInit: Base
directory: D:/Program Files/Unreal
Engine/4.6/Engine/Binaries/Win64/
LogInit: Rocket: 1 LogTaskGraph:
Started task graph with 3 named
threads and 6 total threads.
LogOnline:Warning: No default platform
service specified for OnlineSubsystem
LogInit: Presizing for 0 objects not
considered by GC, pre-allocating 0
bytes. LogInit: Object subsystem
initialized
LogConsoleResponse:Warning: Skipping
Unknown console variable: ‘UIScaleRule
= ShortestSide’ LogConsoleResponse:Warning: Found in
ini file
‘C:/HoodAndTheHelm/UE4/Saved/Config/Windows/Engine.ini’,
in section
‘[/Script/Engine.RendererSettings]’
LogConsoleResponse:Warning: Skipping
Unknown console variable:
‘UIScaleCurve =
(EditorCurveData=(Keys=),ExternalCurve=None)’
LogConsoleResponse:Warning: Found in
ini file
‘C:/HoodAndTheHelm/UE4/Saved/Config/Windows/Engine.ini’,
in section
‘[/Script/Engine.RendererSettings]’
LogConsoleManager:Warning: Console
variable
‘r.MSAA.CompositingSampleCount’ wasn’t
set (Priority ProjectSetting <
Scalability) LogInit: Selected Device
Profile: [Windows] LogInit: Applying
CVar settings loaded from the selected
device profile: [Windows] LogInit:
Computer: REDSETT LogInit: User: bill
LogInit: CPU Page size=4096, Cores=4
LogInit: High frequency timer
resolution =2.630629 MHz LogMemory:
Memory total: Physical=31.9GB (32GB
approx) Virtual=131072.0GB LogMemory:
Platform Memory Stats for Windows
LogMemory: Process Physical Memory:
46.61 MB used, 46.61 MB peak LogMemory: Process Virtual Memory:
22.38 MB used, 22.38 MB peak LogMemory: Physical Memory: 5044.16 MB
used, 32656.29 MB total LogMemory:
Virtual Memory: 269.07 MB used,
134217728.00 MB total LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce
GTX 770M (Feature Level 11_0)
LogD3D11RHI: Adapter has 2945MB of
dedicated video memory, 0MB of
dedicated system memory, and 16328MB
of shared system memory, 1 output[s]
LogD3D11RHI: Found D3D11 adapter 1:
NVIDIA GeForce GTX 770M (Feature Level
11_0) LogD3D11RHI: Adapter has 2945MB
of dedicated video memory, 0MB of
dedicated system memory, and 16328MB
of shared system memory, 0 output[s]
LogD3D11RHI: Found D3D11 adapter 2:
Microsoft Basic Render Driver (Feature
Level 11_0) LogD3D11RHI: Adapter has
2945MB of dedicated video memory, 0MB
of dedicated system memory, and
16328MB of shared system memory, 0
output[s] LogD3D11RHI: Chosen D3D11
Adapter Id = 0 LogRHI: Texture pool is
1361 MB (70% of 1945 MB) LogD3D11RHI:
Async texture creation enabled
LogTextLocalizationManager: The
requested culture (‘en_US’) has no
localization data; parent culture’s
(‘en’) localization data will be used.
LogContentStreaming: Texture pool size
is 0.000000MB
LogTargetPlatformManager:Display:
Building Assets For Windows
LogTargetPlatformManager:Display:
Building Assets For Windows
LogDerivedDataCache:Display: Max Cache
Size: 512 MB LogDerivedDataCache:
Loaded boot cache 0.04s 45MB
C:/Users/bill/AppData/Local/UnrealEngine/4.6/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded
Boot cache:
C:/Users/bill/AppData/Local/UnrealEngine/4.6/DerivedDataCache/Boot.ddc
LogDerivedDataCache:
FDerivedDataBackendGraph: Pak pak
cache file
C:/HoodAndTheHelm/UE4/DerivedDataCache/DDC.ddp
not found, will not use a pak cache.
LogDerivedDataCache: Unable to find
inner node Pak for hierarchical cache
Hierarchy.
LogDerivedDataCache:Display: Pak cache
opened for reading
…/…/…/Engine/DerivedDataCache/DDC.ddp.
LogDerivedDataCache: Using Local data
cache path
C:/Users/bill/AppData/Local/UnrealEngine/Common/DerivedDataCache:
Writable LogCollisionProfile:Warning:
Profile (UI) - Custom Channel Name =
‘Weapon’ hasn’t been found
LogMeshUtilities: No automatic mesh
reduction module available
LogMeshUtilities: No automatic mesh
merging module available LogInit:
WinSock: version 1.1 (2.2),
MaxSocks=32767, MaxUdp=65467
LogSlate:Warning: Failed to load font
data from
‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Italic.ttf’
UdpMessaging: Initializing bridge on
interface 0.0.0.0:0 to multicast group
230.0.0.1:6666. ModuleLog:Warning: iTween: Log Started SourceControl:
Info Source control is disabled
SourceControl: Info Source control is
disabled LogObj: 25126 objects as part
of root set at end of initial load.
LogUObjectAllocator: 5378456 out of 0
bytes used by permanent object pool.
LogEngine: Initializing Engine…
LogInit: XAudio2 using ‘Speakers
(Realtek High Definition Audio)’ : 2
channels at 48 kHz using 32 bits per
sample (channel mask 0x3) LogInit:
FAudioDevice initialized. LogAIModule:
Creating AISystem for world NewWorld
LogDerivedDataCache: Saved boot cache
0.02s 45MB C:/Users/bill/AppData/Local/UnrealEngine/4.6/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogAnalytics: Creating configured
Analytics provider AnalyticsET
LogAnalytics: ET APIKey =
Rocket.Release. APIServer =
http://et2.epicgames.com/ET2/.
AppVersion =
4.6.1-2386410+++depot+UE4-Releases+4.6 LogAnalytics: SetUserId
6cd3b05f264f815583de6ff83ae590a1
LogAnalytics:
AnalyticsET::StartSession
[Rocket.Release] LogInit: Transaction
tracking system initialized
BlueprintLog: New page: Editor Load
LogAssetRegistry: FAssetRegistry took
0.0110 seconds to start up LogDirectoryWatcher:Warning: Failed to
begin reading directory changes for
…/…/…/Engine/Plugins/Experimental/CharacterAI/Content/.
Error: 0
LogTargetPlatformManager:Display:
Building Assets For Windows
LogTargetPlatformManager:Display:
Building Assets For Windows
LogLinker:Warning: Asset
‘…/…/…/Engine/Content/Functions/Engine_MaterialFunctions03/Procedurals/ComputeFilterWidth.uasset’
has been saved with empty engine
version. The asset will be loaded but
may be incompatible. Cmd: MAP LOAD
FILE=“C:/HoodAndTheHelm/UE4/Content/Maps/Minimal_Default.umap”
TEMPLATE=0 SHOWPROGRESS=1
LightingResults: New page: Lighting
Build MapCheck: New page: Map Check
LightingResults: New page: Lighting
Build LogParticles: Destroying 0 GPU
particle simulations for FXSystem
0x000000D1501E2700 LogLinker:Warning:
Asset
‘C:/HoodAndTheHelm/UE4/Content/Blueprints/Gameplay/Map_Layout/BP_Floor.uasset’
has been saved with empty engine
version. The asset will be loaded but
may be incompatible.
LogLinker:Warning: Asset
‘C:/HoodAndTheHelm/UE4/Content/Blueprints/Gameplay/Map_Layout/BP_NumberText.uasset’
has been saved with empty engine
version. The asset will be loaded but
may be incompatible. LogEditorServer:
Finished looking for orphan Actors
(0.000 secs) LogAIModule: Creating
AISystem for world Minimal_Default
Cmd: MAP CHECKDEP MapCheck: New page:
Minimal_Default - Jan 31, 2015,
5:17:02 PM MapCheck: Info Map check
complete: 0 Error(s), 0 Warning(s),
took 97.157ms to complete.
LogFileHelpers: Loading map
‘Minimal_Default’ took 3.880
LogCollectionManager: Loaded 0
collections in 0.000959 seconds
LogCrashTracker: Crashtracker disabled
due to settings.
LogUObjectGlobals:Warning: Failed to
find object ‘Class None.’ LogLoad:
Full Startup: 14.29 seconds (BP
compile: 1.35 seconds)
LogSourceControl: Attempting ‘p4
client -o HnH_Home’
LogContentBrowser:Verbose: The content
browser source was changed by the
sources view to ‘/Game/Materials’
SourceControl: Info Client HnH_Home
SourceControl: Info Update 2014/12/22
03:29:09 SourceControl: Info Access
2015/01/28 01:27:42 SourceControl:
Info Owner Mark SourceControl: Info
Host redsett SourceControl: Info
Description Created by Mark.
SourceControl: Info Root
C:\HoodAndTheHelm SourceControl: Info
Options noallwrite noclobber
nocompress unlocked nomodtime normdir
SourceControl: Info SubmitOptions
submitunchanged SourceControl: Info
LineEnd local SourceControl: Info
View0 //depot/… //HnH_Home/…
SourceControl: Info specFormatted
SourceControl: Info func
client-FstatInfo LogRenderer:Warning:
Reallocating scene render targets to
support 1200x880. LogAssetRegistry:
Asset discovery search completed in
6.5184 seconds LogAnalytics: Event Editor.Usage.AssetClasses has too many
attributes (43). May be truncated at
the collector. LogSourceControl:
Attempting ‘p4 fstat -Or
C:/HoodAndTheHelm/UE4/Content/Materials/M_Basic_Floor.uasset
C:/HoodAndTheHelm/UE4/Content/Materials/M_Basic_Wall.uasset
C:/HoodAndTheHelm/UE4/Content/Materials/M_RuneColor.uasset’
LogSourceControl: Attempting ‘p4 fstat
-Or C:/HoodAndTheHelm/UE4/Content/Materials/M_Brick_Clay_Beveled.uasset
C:/HoodAndTheHelm/UE4/Content/Materials/M_Brick_Clay_New.uasset
C:/HoodAndTheHelm/UE4/Content/Materials/M_Brick_Clay_Old.uasset
C:/HoodAndTheHelm/UE4/Content/Materials/M_Brick_Cut_Stone.uasset
C:/HoodAndTheHelm/UE4/Content/Materials/M_Brick_Hewn_Stone.uasset
C:/HoodAndTheHelm/UE4/Content/Materials/M_Ceramic_Tile_Checker.uasset
C:/HoodAndTheHelm/UE4/Content/Materials/M_CobbleStone_Pebble.uasset
C:/HoodAndTheHelm/UE4/Content/Materials/M_CobbleStone_Rough.uasset
C:/HoodAndTheHelm/UE4/Content/Materials/M_CobbleStone_Smooth.uasset
C:/HoodAndTheHelm/UE4/Content/Materials/M_Concrete_Grime.uasset
C:/HoodAndTheHelm/UE4/Content/Materials/M_Concrete_Panels.uasset
C:/HoodAndTheHelm/UE4/Content/Materials/M_Concrete_Poured.uasset
C:/HoodAndTheHelm/UE4/Content/Materials/M_Concrete_Tiles.uasset
C:/HoodAndTheHelm/UE4/Content/Materials/M_Glass.uasset
C:/HoodAndTheHelm/UE4/Content/Materials/M_Ground_Grass.uasset’
LogSourceControl: Attempting ‘p4 fstat
-Or C:/HoodAndTheHelm/UE4/Content/Materials/M_Ground_Gravel.uasset’
MainFrameActions: Packaging (Windows
(32-bit)): Running AutomationTool…
MainFrameActions: Packaging (Windows
(32-bit)): Program.Main: Running on
WindowsHostPlatform MainFrameActions:
Packaging (Windows (32-bit)):
Program.Main: CWD=D:\Program
Files\Unreal
Engine\4.6\Engine\Binaries\DotNET
MainFrameActions: Packaging (Windows
(32-bit)):
Automation.ParseCommandLine: Parsing
command line: BuildCookRun -rocket
-nocompile -installed -nop4 -project=C:/HoodAndTheHelm/UE4/HnH_UE4Project.uproject
-cook -allmaps -CrashReporter -stage -archive -archivedirectory=C:/Users/bill/Desktop/Test
-package -WindowsNoEditor -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -clean -pak -prereqs -targetplatform=Win32 -build -utf8output -NoCompile MainFrameActions: Packaging (Windows
(32-bit)): Automation.Process:
IsBuildMachine=False MainFrameActions:
Packaging (Windows (32-bit)):
Automation.Process:
ShouldKillProcesses=True
MainFrameActions: Packaging (Windows
(32-bit)): Automation.Process: Setting
up command environment.
MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.SafeFileExists:
SafeFileExists D:\Program Files\Unreal
Engine\4.6\Engine\Binaries\DotNET\AutomationTool.exe=True
MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.GetEnvironmentVariable:
GetEnvironmentVariable
uebp_LOCAL_ROOT= MainFrameActions:
Packaging (Windows (32-bit)):
InternalUtils.GetEnvironmentVariable:
GetEnvironmentVariable
uebp_LOCAL_ROOT=D:/Program
Files/Unreal Engine/4.6
MainFrameActions: Packaging (Windows
(32-bit)): CommandUtils.SetEnvVar:
SetEnvVar
uebp_EngineSavedFolder=D:/Program
Files/Unreal
Engine/4.6/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.GetEnvironmentVariable:
GetEnvironmentVariable uebp_LogFolder=
MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.GetEnvironmentVariable:
GetEnvironmentVariable
uebp_LOCAL_ROOT=D:/Program
Files/Unreal Engine/4.6
MainFrameActions: Packaging (Windows
(32-bit)):
CommandUtils.DeleteDirectoryContents:
DeleteDirectoryContents(C:/Users/bill/AppData/Roaming/Unreal
Engine/AutomationTool/Logs/D+Program+Files+Unreal+Engine+4.6)
MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.SafeDeleteFile:
SafeDeleteFile
C:\Users\bill\AppData\Roaming\Unreal
Engine\AutomationTool\Logs\D+Program+Files+Unreal+Engine+4.6\Cook.txt
MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.SafeDeleteFile:
SafeDeleteFile
C:\Users\bill\AppData\Roaming\Unreal
Engine\AutomationTool\Logs\D+Program+Files+Unreal+Engine+4.6\FinalCopy_NonUFSFiles.txt
MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.SafeDeleteFile:
SafeDeleteFile
C:\Users\bill\AppData\Roaming\Unreal
Engine\AutomationTool\Logs\D+Program+Files+Unreal+Engine+4.6\FinalCopy_UFSFiles.txt
MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.SafeDeleteFile:
SafeDeleteFile
C:\Users\bill\AppData\Roaming\Unreal
Engine\AutomationTool\Logs\D+Program+Files+Unreal+Engine+4.6\Manifest_NonUFSFiles.txt
MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.SafeDeleteFile:
SafeDeleteFile
C:\Users\bill\AppData\Roaming\Unreal
Engine\AutomationTool\Logs\D+Program+Files+Unreal+Engine+4.6\PakList_ProjectBangOrKIll-WindowsNoEditor.txt MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.SafeDeleteFile:
SafeDeleteFile
C:\Users\bill\AppData\Roaming\Unreal
Engine\AutomationTool\Logs\D+Program+Files+Unreal+Engine+4.6\PrePak_NonUFSFiles.txt
MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.SafeDeleteFile:
SafeDeleteFile
C:\Users\bill\AppData\Roaming\Unreal
Engine\AutomationTool\Logs\D+Program+Files+Unreal+Engine+4.6\PrePak_UFSFiles.txt MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.SafeDeleteFile:
SafeDeleteFile
C:\Users\bill\AppData\Roaming\Unreal
Engine\AutomationTool\Logs\D+Program+Files+Unreal+Engine+4.6\UAT_Log.txt
MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.SafeDeleteFile:
SafeDeleteFile
C:\Users\bill\AppData\Roaming\Unreal
Engine\AutomationTool\Logs\D+Program+Files+Unreal+Engine+4.6\UnrealPak.txt MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.SafeFileExists:
SafeFileExists D:\Program Files\Unreal
Engine\4.6\Engine\Binaries\DotNET\AutomationTool.exe=True
MainFrameActions: Packaging (Windows
(32-bit)): CommandUtils.GetEnvVar:
GetEnvironmentVariable
uebp_LOCAL_ROOT=D:/Program
Files/Unreal Engine/4.6
MainFrameActions: Packaging (Windows
(32-bit)): CommandUtils.GetEnvVar:
GetEnvironmentVariable
uebp_EngineSavedFolder=D:/Program
Files/Unreal
Engine/4.6/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows
(32-bit)): CommandUtils.GetEnvVar:
GetEnvironmentVariable
uebp_EngineSavedFolder=D:/Program
Files/Unreal
Engine/4.6/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows
(32-bit)): CommandUtils.GetEnvVar:
GetEnvironmentVariable
uebp_LogFolder=C:/Users/bill/AppData/Roaming/Unreal
Engine/AutomationTool/Logs/D+Program+Files+Unreal+Engine+4.6
MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.GetEnvironmentVariable:
GetEnvironmentVariable FrameworkDir=
MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.GetEnvironmentVariable:
GetEnvironmentVariable
FrameworkVersion= MainFrameActions:
Packaging (Windows (32-bit)):
WindowsHostPlatform.SetFrameworkVars:
Setting .Net Framework environment
variables. MainFrameActions: Packaging
(Windows (32-bit)):
WindowsHostPlatform.SetFrameworkVars:
Supports64bitExecutables=True
MainFrameActions: Packaging (Windows
(32-bit)):
WindowsHostPlatform.SetFrameworkVars:
WindowsPlatform.CompilerVisualStudio2013
MainFrameActions: Packaging (Windows
(32-bit)):
WindowsHostPlatform.SetFrameworkVars:
WindowsSDKDir=D:\Program Files
(x86)\Windows Kits\8.1
MainFrameActions: Packaging (Windows
(32-bit)):
WindowsHostPlatform.SetFrameworkVars:
BaseVSToolPath=D:\Program Files
(x86)\Microsoft Visual Studio
12.0\Common7\Tools MainFrameActions: Packaging (Windows (32-bit)):
WindowsHostPlatform.SetFrameworkVars:
Setting VS environment variables via
D:\Program Files (x86)\Microsoft
Visual Studio
12.0\Common7\Tools....\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.SafeDeleteFile:
SafeDeleteFile
C:\Users\bill\AppData\Local\Temp\HarvestEnvVars.txt
MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.SafeFileExists:
SafeFileExists
C:\Users\bill\AppData\Local\Temp\HarvestEnvVars.bat=True
MainFrameActions: Packaging (Windows
(32-bit)): CommandUtils.Run: Run:
C:\Users\bill\AppData\Local\Temp\HarvestEnvVars.bat
MainFrameActions: Packaging (Windows
(32-bit)): HarvestEnvVars:
MainFrameActions: Packaging (Windows
(32-bit)): HarvestEnvVars: D:\Program
Files\Unreal
Engine\4.6\Engine\Binaries\DotNET>call
“D:\Program Files (x86)\Microsoft
Visual Studio
12.0\Common7\Tools....\VC\bin\x86_amd64\vcvarsx86_amd64.bat”
MainFrameActions: Packaging (Windows
(32-bit)): HarvestEnvVars:
MainFrameActions: Packaging (Windows
(32-bit)): HarvestEnvVars: D:\Program
Files\Unreal
Engine\4.6\Engine\Binaries\DotNET>set
1>“C:\Users\bill\AppData\Local\Temp\HarvestEnvVars.txt”
MainFrameActions: Packaging (Windows
(32-bit)): CommandUtils.Run: Run: Took
0.4272909s to run HarvestEnvVars.bat, ExitCode=0 MainFrameActions: Packaging
(Windows (32-bit)):
CommandUtils.SetEnvVar: SetEnvVar
FrameworkDir=C:\Windows\Microsoft.NET\Framework
MainFrameActions: Packaging (Windows
(32-bit)): CommandUtils.SetEnvVar:
SetEnvVar FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows
(32-bit)):
WindowsHostPlatform.SetFrameworkVars:
FrameworkDir=C:\Windows\Microsoft.NET\Framework
MainFrameActions: Packaging (Windows
(32-bit)):
WindowsHostPlatform.SetFrameworkVars:
FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.GetEnvironmentVariable:
GetEnvironmentVariable
FrameworkDir=C:\Windows\Microsoft.NET\Framework
MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.GetEnvironmentVariable:
GetEnvironmentVariable
FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.SafeFileExists:
SafeFileExists
C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe=True
MainFrameActions: Packaging (Windows
(32-bit)):
CommandEnvironment.SetupBuildEnvironment:
D:\Program Files (x86)\Microsoft
Visual Studio
12.0\Common7\Tools..\IDE\Devenv.com does not exist. MainFrameActions:
Packaging (Windows (32-bit)):
CommandEnvironment.SetupBuildEnvironment:
Assuming no solution compilation
capability. MainFrameActions:
Packaging (Windows (32-bit)):
CommandEnvironment.SetupBuildEnvironment:
CompilationEvironment.HasCapabilityToCompile=True
MainFrameActions: Packaging (Windows
(32-bit)):
CommandEnvironment.SetupBuildEnvironment:
CompilationEvironment.MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
MainFrameActions: Packaging (Windows
(32-bit)):
CommandEnvironment.SetupBuildEnvironment:
CompilationEvironment.MsDevExe=
MainFrameActions: Packaging (Windows
(32-bit)):
CommandEnvironment.LogSettings:
Command Environment settings:
MainFrameActions: Packaging (Windows
(32-bit)):
CommandEnvironment.LogSettings:
CmdExe=C:\Windows\system32\cmd.exe
MainFrameActions: Packaging (Windows
(32-bit)):
CommandEnvironment.LogSettings:
EngineSavedFolder=D:/Program
Files/Unreal
Engine/4.6/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows
(32-bit)):
CommandEnvironment.LogSettings:
HasCapabilityToCompile=True
MainFrameActions: Packaging (Windows
(32-bit)):
CommandEnvironment.LogSettings:
LocalRoot=D:/Program Files/Unreal
Engine/4.6 MainFrameActions: Packaging
(Windows (32-bit)):
CommandEnvironment.LogSettings:
LogFolder=C:/Users/bill/AppData/Roaming/Unreal
Engine/AutomationTool/Logs/D+Program+Files+Unreal+Engine+4.6
MainFrameActions: Packaging (Windows
(32-bit)):
CommandEnvironment.LogSettings:
MountExe=C:\Windows\system32\mount.exe
MainFrameActions: Packaging (Windows
(32-bit)):
CommandEnvironment.LogSettings:
MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
MainFrameActions: Packaging (Windows
(32-bit)):
CommandEnvironment.LogSettings:
MsDevExe= MainFrameActions: Packaging
(Windows (32-bit)):
CommandEnvironment.LogSettings:
RobocopyExe=C:\Windows\system32\robocopy.exe
MainFrameActions: Packaging (Windows
(32-bit)):
CommandEnvironment.LogSettings:
TimestampAsString=2015-02-01_01.18.47
MainFrameActions: Packaging (Windows
(32-bit)):
CommandEnvironment.LogSettings:
UATExe=D:\Program Files\Unreal
Engine\4.6\Engine\Binaries\DotNET\AutomationTool.exe
MainFrameActions: Packaging (Windows
(32-bit)):
ProjectUtils.CleanupFolders: Cleaning
up project rules folder
MainFrameActions: Packaging (Windows
(32-bit)): Automation.Process:
Compiling scripts. MainFrameActions:
Packaging (Windows (32-bit)):
ScriptCompiler.LoadPreCompiledScriptAssemblies:
Loading precompiled script DLLs
MainFrameActions: Packaging (Windows
(32-bit)):
ScriptCompiler.LoadPreCompiledScriptAssemblies:
Found 5 script DLL(s).
MainFrameActions: Packaging (Windows
(32-bit)):
ScriptCompiler.LoadPreCompiledScriptAssemblies:
Loading script DLL: D:\Program
Files\Unreal
Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Windows
(32-bit)):
ScriptCompiler.LoadPreCompiledScriptAssemblies:
Loading script DLL: D:\Program
Files\Unreal
Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Windows
(32-bit)):
ScriptCompiler.LoadPreCompiledScriptAssemblies:
Loading script DLL: D:\Program
Files\Unreal
Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Windows
(32-bit)):
ScriptCompiler.LoadPreCompiledScriptAssemblies:
Loading script DLL: D:\Program
Files\Unreal
Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
MainFrameActions: Packaging (Windows
(32-bit)):
ScriptCompiler.LoadPreCompiledScriptAssemblies:
Loading script DLL: D:\Program
Files\Unreal
Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
MainFrameActions: Packaging (Windows
(32-bit)):
Platform.CreatePlatformsFromAssembly:
Looking for platforms in D:\Program
Files\Unreal
Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Windows
(32-bit)):
Platform.CreatePlatformsFromAssembly:
Looking for platforms in D:\Program
Files\Unreal
Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Windows
(32-bit)):
Platform.CreatePlatformsFromAssembly:
Creating platform Win64Platform from
D:\Program Files\Unreal
Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Windows
(32-bit)):
Platform.CreatePlatformsFromAssembly:
Creating platform Win32Platform from
D:\Program Files\Unreal
Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Windows
(32-bit)):
Platform.CreatePlatformsFromAssembly:
Looking for platforms in D:\Program
Files\Unreal
Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Windows
(32-bit)):
Platform.CreatePlatformsFromAssembly:
Creating platform AndroidPlatform from
D:\Program Files\Unreal
Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll.
MainFrameActions: Packaging (Windows
(32-bit)):
Platform.CreatePlatformsFromAssembly:
Looking for platforms in D:\Program
Files\Unreal
Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
MainFrameActions: Packaging (Windows
(32-bit)):
Platform.CreatePlatformsFromAssembly:
Creating platform IOSPlatform from
D:\Program Files\Unreal
Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll.
MainFrameActions: Packaging (Windows
(32-bit)):
Platform.CreatePlatformsFromAssembly:
Looking for platforms in D:\Program
Files\Unreal
Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
MainFrameActions: Packaging (Windows
(32-bit)):
Platform.CreatePlatformsFromAssembly:
Creating platform GenericLinuxPlatform
from D:\Program Files\Unreal
Engine\4.6\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll.
MainFrameActions: Packaging (Windows
(32-bit)):
Platform.InitializePlatforms: Creating
placeholder platform for target:
Unknown MainFrameActions: Packaging
(Windows (32-bit)):
Platform.InitializePlatforms: Creating
placeholder platform for target: Mac
MainFrameActions: Packaging (Windows
(32-bit)):
Platform.InitializePlatforms: Creating
placeholder platform for target:
XboxOne MainFrameActions: Packaging
(Windows (32-bit)):
Platform.InitializePlatforms: Creating
placeholder platform for target: PS4
MainFrameActions: Packaging (Windows
(32-bit)):
Platform.InitializePlatforms: Creating
placeholder platform for target: WinRT
MainFrameActions: Packaging (Windows
(32-bit)):
Platform.InitializePlatforms: Creating
placeholder platform for target:
WinRT_ARM MainFrameActions: Packaging
(Windows (32-bit)):
Platform.InitializePlatforms: Creating
placeholder platform for target: HTML5
MainFrameActions: Packaging (Windows
(32-bit)): CommandUtils.InitP4Support:
Initializing AllowSubmit.
MainFrameActions: Packaging (Windows
(32-bit)): CommandUtils.InitP4Support:
AllowSubmit=False MainFrameActions:
Packaging (Windows (32-bit)):
CommandUtils.InitP4Support:
Initializing P4Enabled.
MainFrameActions: Packaging (Windows
(32-bit)): CommandUtils.InitP4Support:
P4Enabled=False MainFrameActions:
Packaging (Windows (32-bit)):
CommandUtils.InitP4Support:
P4CLRequired=False MainFrameActions:
Packaging (Windows (32-bit)):
InternalUtils.SafeFileExists:
SafeFileExists
C:\HoodAndTheHelm\UE4\HnH_UE4Project.uproject=True
MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.SafeFileExists:
SafeFileExists
C:\HoodAndTheHelm\UE4\HnH_UE4Project.uproject=True
MainFrameActions: Packaging (Windows
(32-bit)):
InternalUtils.SafeFileExists:
SafeFileExists
C:\HoodAndTheHelm\UE4\HnH_UE4Project.uproject=True
MainFrameActions: Packaging (Windows
(32-bit)): BuildCookRun.SetupParams:
Setting up ProjectParams for
C:\HoodAndTheHelm\UE4\HnH_UE4Project.uproject
MainFrameActions: Packaging (Windows
(32-bit)):
ProjectUtils.DetectTargetsForProject:
Looking for targets for project
C:\HoodAndTheHelm\UE4\HnH_UE4Project.uproject
MainFrameActions: Packaging (Windows
(32-bit)):
ProjectUtils.DetectTargetsForProject:
Searching for target rule files in
C:\HoodAndTheHelm\UE4
MainFrameActions: Packaging (Windows
(32-bit)):
ProjectUtils.DetectProjectProperties:
Loading ini files for
C:\HoodAndTheHelm\UE4\HnH_UE4Project.uproject
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: Game
target not found. Game target is
required with -cook or -cookonthefly
MainFrameActions: Packaging (Windows
(32-bit)): Stacktrace: at
AutomationTool.ProjectParams.AutodetectSettings(Boolean
bReset) MainFrameActions: Packaging
(Windows (32-bit)): at
AutomationTool.ProjectParams…ctor(String
MainFrameActions: Packaging (Windows
(32-bit)): RawProjectPath,
CommandUtils Command, String Device,
String MapToRun, String
AdditionalServerMapParams, ParamList1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, Nullable1
StageNonMonolithic, String UE4Exe,
String SignPak, List1 ClientConfigsToBuild, List1
ServerConfigsToBuild, ParamList1 MapsToCook, ParamList1
DirectoriesToCook, String
InternationalizationPreset,
ParamList1 CulturesToCook, ParamList1 ClientCookedTargets,
ParamList1 EditorTargets, ParamList1
ServerCookedTargets, List1 ClientTargetPlatforms, Dictionary2
ClientDependentPlatformMap, List1 ServerTargetPlatforms, Dictionary2
ServerDependentPlatformMap, Nullable1 Build, Nullable1 Cook, String
CookFlavor, Nullable1 Run, Nullable1
SkipServer, Nullable1 Clean, Nullable1 Compressed, Nullable1 UseDebugParamForEditorExe, Nullable1
IterativeCooking, Nullable1 CookOnTheFly, Nullable1
CrashReporter, Nullable1 DedicatedServer, Nullable1 Client,
Nullable1 Deploy, Nullable1
FileServer, Nullable1 Foreign, Nullable1 ForeignCode, Nullable1 LogWindow, Nullable1 NoCleanStage,
Nullable1 NoClient, Nullable1
NoDebugInfo, Nullable1 NoXGE, Nullable1 Package, Nullable1 Pak, Nullable1 Prereqs, Nullable1 NoBootstrapExe, Nullable1 SignedPak,
Nullable1 NullRHI, Nullable1
FakeClient, Nullable1 EditorTest, Nullable1 RunAutomationTests, String
RunAutomationTest, Nullable1 CrashIndex, Nullable1 Rocket,
Nullable1 SkipCook, Nullable1
SkipCookOnTheFly, Nullable1 SkipPak, Nullable1 SkipStage, Nullable1 Stage, Nullable1 Manifests,
Nullable1 CreateChunkInstall, Nullable1 Unattended, Nullable1 NumClients, Nullable1 Archive, String
ArchiveDirectoryParam, Nullable1 ArchiveMetaData, ParamList1
ProgramTargets, Nullable1 Distribution, Nullable1 OBBinAPK,
Nullable1 Prebuilt, Nullable1
RunTimeoutSeconds) MainFrameActions:
Packaging (Windows (32-bit)): at
BuildCookRun.SetupParams()
MainFrameActions: Packaging (Windows
(32-bit)): at
BuildCookRun.ExecuteBuild()
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: Game
target not found. Game target is
required with -cook or -cookonthefly
MainFrameActions: Packaging (Windows
(32-bit)): ProcessManager.KillAll:
Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows
(32-bit)): Program.Main:
AutomationTool exiting with ExitCode=1
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