Build game for windows [Not Working]

In Frontend, whenever I try to publish my game, I get stopped at build phase with error:
RunUAT.bat ERROR: AnimationTool was unable to run successfully
BUILD FAILED

I have seen a topic similar to this, but it only solved it for C++, and I’m using Blueprint
Could someone please help me :frowning:

Here is entire log file, where error occured

Running AutomationTool…

Program.Main: Running on WindowsHostPlatform

Program.Main: CWD=D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET

Automation.ParseCommandLine: Parsing command line: BuildCookRun -project=C:/Users/Harvey/Documents/Unreal Projects/BlackOblivion/BlackOblivion.uproject -noP4 -platform=Win64 -clientconfig=Shipping -serverconfig=Shipping -nocompile -rocket -build -skipcook -NoCompile

Automation.Process: IsBuildMachine=False

Automation.Process: ShouldKillProcesses=True

Automation.Process: Setting up command environment.

InternalUtils.SafeFileExists: SafeFileExists D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\AutomationTool.exe=True

InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=

InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=D:/Program Files (x86)/Unreal Engine/4.4

CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=D:/Program Files (x86)/Unreal Engine/4.4/Engine/Programs/AutomationTool/Saved

InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=

InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=D:/Program Files (x86)/Unreal Engine/4.4/Engine/Programs/AutomationTool/Saved

CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(D:/Program Files (x86)/Unreal Engine/4.4/Engine/Programs/AutomationTool/Saved/Logs)

InternalUtils.SafeDeleteFile: SafeDeleteFile D:\Program Files (x86)\Unreal Engine\4.4\Engine\Programs\AutomationTool\Saved\Logs\IPhonePackager.txt

InternalUtils.SafeDeleteFile: SafeDeleteFile D:\Program Files (x86)\Unreal Engine\4.4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt

InternalUtils.SafeFileExists: SafeFileExists D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\AutomationTool.exe=True

InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=D:/Program Files (x86)/Unreal Engine/4.4

InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=D:/Program Files (x86)/Unreal Engine/4.4/Engine/Programs/AutomationTool/Saved

InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=D:/Program Files (x86)/Unreal Engine/4.4/Engine/Programs/AutomationTool/Saved

InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=D:/Program Files (x86)/Unreal Engine/4.4/Engine/Programs/AutomationTool/Saved/Logs

InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=

InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=

WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.

WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True

WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013

WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\

WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools

WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools....\VC\bin\x86_amd64\vcvarsx86_amd64.bat.

InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Harvey\AppData\Local\Temp\HarvestEnvVars.txt

InternalUtils.SafeFileExists: SafeFileExists C:\Users\Harvey\AppData\Local\Temp\HarvestEnvVars.bat=True

CommandUtils.Run: Run: C:\Users\Harvey\AppData\Local\Temp\HarvestEnvVars.bat

HarvestEnvVars:

HarvestEnvVars: D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET>call “C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools....\VC\bin\x86_amd64\vcvarsx86_amd64.bat”

HarvestEnvVars:

HarvestEnvVars: D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET>set 1>“C:\Users\Harvey\AppData\Local\Temp\HarvestEnvVars.txt”

CommandUtils.Run: Run: Took 1.368078s to run HarvestEnvVars.bat

CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\

CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319

WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\

WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319

InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\

InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=v4.0.30319

InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe=True

CommandEnvironment.SetupBuildEnvironment: C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools..\IDE\Devenv.com does not exist.

CommandEnvironment.SetupBuildEnvironment: Assuming no solution compilation capability.

CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=True

CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe

CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=

CommandEnvironment.LogSettings: Command Environment settings:

CommandEnvironment.LogSettings: CmdExe=C:\WINDOWS\system32\cmd.exe

CommandEnvironment.LogSettings: EngineSavedFolder=D:/Program Files (x86)/Unreal Engine/4.4/Engine/Programs/AutomationTool/Saved

CommandEnvironment.LogSettings: HasCapabilityToCompile=True

CommandEnvironment.LogSettings: LocalRoot=D:/Program Files (x86)/Unreal Engine/4.4

CommandEnvironment.LogSettings: LogFolder=D:/Program Files (x86)/Unreal Engine/4.4/Engine/Programs/AutomationTool/Saved/Logs

CommandEnvironment.LogSettings: MountExe=C:\WINDOWS\system32\mount.exe

CommandEnvironment.LogSettings: MsBuildExe=C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe

CommandEnvironment.LogSettings: MsDevExe=

CommandEnvironment.LogSettings: RobocopyExe=C:\WINDOWS\system32\robocopy.exe

CommandEnvironment.LogSettings: TimestampAsString=2014-10-06_22.54.04

CommandEnvironment.LogSettings: UATExe=D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\AutomationTool.exe

ProjectUtils.CleanupFolders: Cleaning up project rules folder

CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(D:\Program Files (x86)\Unreal Engine\4.4\Engine\Programs\AutomationTool\Saved\Rules)

Automation.Process: Compiling scripts.

ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs

ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 4 script DLL(s).

ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll

ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll

ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll

ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll

Platform.CreatePlatformsFromAssembly: Looking for platforms in D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll

Platform.CreatePlatformsFromAssembly: Looking for platforms in D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll

Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.

Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.

Platform.CreatePlatformsFromAssembly: Looking for platforms in D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll

Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll.

Platform.CreatePlatformsFromAssembly: Looking for platforms in D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll

Platform.CreatePlatformsFromAssembly: Creating platform IOSPlatform from D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll.

Platform.InitializePlatforms: Creating placeholder platform for target: Unknown

Platform.InitializePlatforms: Creating placeholder platform for target: Mac

Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne

Platform.InitializePlatforms: Creating placeholder platform for target: PS4

Platform.InitializePlatforms: Creating placeholder platform for target: WinRT

Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM

Platform.InitializePlatforms: Creating placeholder platform for target: HTML5

Platform.InitializePlatforms: Creating placeholder platform for target: Linux

CommandUtils.InitP4Support: Initializing AllowSubmit.

CommandUtils.InitP4Support: AllowSubmit=False

CommandUtils.InitP4Support: Initializing P4Enabled.

CommandUtils.InitP4Support: P4Enabled=False

CommandUtils.InitP4Support: P4CLRequired=False

InternalUtils.SafeFileExists: SafeFileExists C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\BlackOblivion.uproject=True

InternalUtils.SafeFileExists: SafeFileExists C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\BlackOblivion.uproject=True

InternalUtils.SafeFileExists: SafeFileExists C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\BlackOblivion.uproject=True

BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\BlackOblivion.uproject

ProjectUtils.DetectTargetsForProject: Looking for targets for project C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\BlackOblivion.uproject

ProjectUtils.DetectTargetsForProject: Searching for target rule files in C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion

InternalUtils.SafeFileExists: SafeFileExists D:\Program Files (x86)\Unreal Engine\4.4\Engine\Programs\AutomationTool\Saved\Rules\UATRules-511766749.dll=False

ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: D:\Program Files (x86)\Unreal Engine\4.4\Engine\Programs\AutomationTool\Saved\Rules\UATRules-511766749.dll

ProjectUtils.DetectProjectProperties: Loading ini files for C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\BlackOblivion.uproject

ProjectParams.ValidateAndLog: Project Params **************

ProjectParams.ValidateAndLog: AdditionalServerMapParams=

ProjectParams.ValidateAndLog: Archive=False

ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\ArchivedBuilds

ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\Saved\StagedBuilds

ProjectParams.ValidateAndLog: Build=True

ProjectParams.ValidateAndLog: Cook=True

ProjectParams.ValidateAndLog: Clean=

ProjectParams.ValidateAndLog: Client=False

ProjectParams.ValidateAndLog: ClientConfigsToBuild=Shipping

ProjectParams.ValidateAndLog: ClientCookedTargets=ShooterGame

ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64

ProjectParams.ValidateAndLog: Compressed=False

ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False

ProjectParams.ValidateAndLog: CookFlavor=

ProjectParams.ValidateAndLog: CookOnTheFly=False

ProjectParams.ValidateAndLog: DedicatedServer=False

ProjectParams.ValidateAndLog: DirectoriesToCook=

ProjectParams.ValidateAndLog: EditorTargets=

ProjectParams.ValidateAndLog: Foreign=False

ProjectParams.ValidateAndLog: IsCodeBasedProject=True

ProjectParams.ValidateAndLog: IsProgramTarget=False

ProjectParams.ValidateAndLog: IterativeCooking=False

ProjectParams.ValidateAndLog: LogWindow=False

ProjectParams.ValidateAndLog: Manifests=False

ProjectParams.ValidateAndLog: MapToRun=

ProjectParams.ValidateAndLog: NoClient=False

ProjectParams.ValidateAndLog: NumClients=0

ProjectParams.ValidateAndLog: NoDebugInfo=False

ProjectParams.ValidateAndLog: NoCleanStage=False

ProjectParams.ValidateAndLog: NoXGE=False

ProjectParams.ValidateAndLog: MapsToCook=

ProjectParams.ValidateAndLog: Pak=False

ProjectParams.ValidateAndLog: NullRHI=False

ProjectParams.ValidateAndLog: FakeClient=False

ProjectParams.ValidateAndLog: EditorTest=False

ProjectParams.ValidateAndLog: RunAutomationTests=False

ProjectParams.ValidateAndLog: RunAutomationTest=

ProjectParams.ValidateAndLog: RunTimeoutSeconds=0

ProjectParams.ValidateAndLog: CrashIndex=0

ProjectParams.ValidateAndLog: ProgramTargets=

ProjectParams.ValidateAndLog: ProjectBinariesFolder=C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\Binaries\Win64

ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\Binaries\Win64

ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\Binaries\Win64\ShooterGame.exe

ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\Binaries\Win64\ShooterGame.exe

ProjectParams.ValidateAndLog: Distribution=False

ProjectParams.ValidateAndLog: OBBinAPK=False

ProjectParams.ValidateAndLog: Prebuilt=False

ProjectParams.ValidateAndLog: RawProjectPath=C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\BlackOblivion.uproject

ProjectParams.ValidateAndLog: Rocket=True

ProjectParams.ValidateAndLog: Run=False

ProjectParams.ValidateAndLog: ServerConfigsToBuild=Shipping

ProjectParams.ValidateAndLog: ServerCookedTargets=

ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64

ProjectParams.ValidateAndLog: ShortProjectName=BlackOblivion

ProjectParams.ValidateAndLog: SignedPak=False

ProjectParams.ValidateAndLog: SignPak=

ProjectParams.ValidateAndLog: SkipCook=True

ProjectParams.ValidateAndLog: SkipCookOnTheFly=False

ProjectParams.ValidateAndLog: SkipPak=False

ProjectParams.ValidateAndLog: SkipStage=False

ProjectParams.ValidateAndLog: Stage=False

ProjectParams.ValidateAndLog: bUsesSteam=True

ProjectParams.ValidateAndLog: bUsesSlate=True

ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False

ProjectParams.ValidateAndLog: Project Params **************

InternalUtils.SafeFileExists: SafeFileExists C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\BlackOblivion.uproject=True

BuildCookRun.GetDefaultMap: Trying to find DefaultMap in ini files

InternalUtils.SafeFileExists: SafeFileExists C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\Config\DefaultEngine.ini=True

BuildCookRun.GetDefaultMap: Looking for DefaultMap in C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\Config\DefaultEngine.ini

InternalUtils.SafeReadAllLines: SafeReadAllLines C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\Config\DefaultEngine.ini

BuildCookRun.GetDefaultMap: Found DefaultMap=/Engine/Maps/Entry

InternalUtils.SafeFileExists: SafeFileExists C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\BlackOblivion.uproject=True

InternalUtils.SafeFileExists: SafeFileExists C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\BlackOblivion.uproject=True

InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe=False

UE4Build.Build: XGE was requested, but is unavailable, so we won’t use it.

UE4Build.Build: ************************* UE4Build:

UE4Build.Build: ************************* ForceMonolithic:

UE4Build.Build: ************************* ForceNonUnity:

UE4Build.Build: ************************* ForceDebugInfo:

UE4Build.Build: ************************* UseXGE:

InternalUtils.SafeFileExists: SafeFileExists D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\UnrealBuildTool.exe=True

InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\Intermediate\Build\Manifest.xml

InternalUtils.SafeFileExists: SafeFileExists D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\UnrealBuildTool.exe=True

InternalUtils.SafeFileExists: SafeFileExists D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\UnrealBuildTool.exe=True

CommandUtils.Run: Run: D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win64 Shipping -generatemanifest “C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\BlackOblivion.uproject” -noxge -rocket

CommandUtils.Run: Run: Took 1.9961146s to run UnrealBuildTool.exe

InternalUtils.SafeFileExists: SafeFileExists C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\Intermediate\Build\Manifest.xml=True

InternalUtils.SafeCopyFile: SafeCopyFile C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\Intermediate\Build\Manifest.xml D:\Program Files (x86)\Unreal Engine\4.4\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml

UE4Build.PrepareManifest: Copied UBT manifest to D:\Program Files (x86)\Unreal Engine\4.4\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml

InternalUtils.SafeFileExists: SafeFileExists D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\UnrealBuildTool.exe=True

InternalUtils.SafeFileExists: SafeFileExists D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\UnrealBuildTool.exe=True

CommandUtils.Run: Run: D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win64 Shipping “C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\BlackOblivion.uproject” -noxge -rocket

UnrealBuildTool: Performing 1 actions (max 4 parallel jobs)

UnrealBuildTool: [1/1] link.exe ShooterGame-Win64-Shipping.exe

UnrealBuildTool: LINK : fatal error LNK1181: cannot open input file ‘D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\Win64\UE4Game-Redist-Launch-Win64-Shipping.lib’

UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------

UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\Binaries\Win64\ShooterGame-Win64-Shipping.exe

UnrealBuildTool: Cumulative action seconds (4 processors): 0.00 building projects, 0.00 compiling, 0.00 creating app bundles, 0.00 generating debug info, 0.71 linking, 0.00 other

UnrealBuildTool: UBT execution time: 13.96 seconds

CommandUtils.Run: Run: Took 14.2177991s to run UnrealBuildTool.exe

ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:2): D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win64 Shipping “C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\BlackOblivion.uproject” -noxge -rocket. See logfile for details: ‘UnrealBuildTool.txt’

BuildCommand.Execute: ERROR: BUILD FAILED

Program.Main: ERROR: AutomationTool terminated with exception:

Program.Main: ERROR: Exception in AutomationTool: Command failed (Result:2): D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win64 Shipping “C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\BlackOblivion.uproject” -noxge -rocket. See logfile for details: ‘UnrealBuildTool.txt’

Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options)

at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName)

at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity)

at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity)

at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)

at BuildCookRun.DoBuildCookRun(ProjectParams Params)

at BuildCommand.Execute()

at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)

at AutomationTool.Automation.Process(String[] CommandLine)

at AutomationTool.Program.MainProc(Object Param)

at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)

at AutomationTool.Program.Main()

Program.Main: ERROR: Command failed (Result:2): D:\Program Files (x86)\Unreal Engine\4.4\Engine\Binaries\DotNET\UnrealBuildTool.exe ShooterGame Win64 Shipping “C:\Users\Harvey\Documents\Unreal Projects\BlackOblivion\BlackOblivion.uproject” -noxge -rocket. See logfile for details: ‘UnrealBuildTool.txt’

ProcessManager.KillAll: Trying to kill 0 spawned processes.

Program.Main: AutomationTool exiting with ExitCode=2

Domain_ProcessExit

ProcessManager.KillAll: Trying to kill 0 spawned processes.

copying UAT log files…

RunUAT.bat ERROR: AutomationTool was unable to run successfully.

BUILD FAILED

Hey ,

We don’t support Win64 in shipping configurations for binary release, just Win32. option is disabled in editor and in Visual Studio, but it looks like it’s not disabled in Unreal Frontend. We’re looking into fixing that. Thanks for reporting issue!

You should be fine if you switch to Win32. Let us know if you still get this error then.

Thank you,
Building game in Win32 allowed game to build properly and now it runs.
only problem now is that game only opens Shooter Game Menu, Even though I told it not to in project settings.

Maybe I should start a new topic for this.

Yes, please open a new post for that, as it is an unrelated issue. Thanks!

I am selecting to build it in win32 yet Output log states.

MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: Exception in UnrealBuildTool: ERROR: GetBuildPlatform: No BuildPlatform found for Win64

Hi Shinijami,

I believe that is a separate issue as well. Please open a new post in Bug Reports section with as many details as you can provide, and we’ll make sure it gets looked at. Thanks!