Cannot build

Sorry for the wall of text, but I’m stuck and my game is on Steam already, so I need a solution as quick as possible.

I had to reinstall my Windows, Unreal Engine 4, Vusial Studio 2013, .NET 4.5, all done.
I’m using UE 4.7.6.

I can access all my work, but cannot build, no developer or shipping, not 32 or 64 bit, not even from the earlier versions. Tried to remove the code as suggested following this:

Didn’t help, just made that version unavailable in the editor.

If you can figure it out what the problem is, please help, because I’m stuck with this for more than a week now. Any help is appreciated. Thanks.

LogInit: Version: 4.7.6-2513093+++depot+UE4-Releases+4.7
LogInit: API Version: 2455222
LogInit: Compiled (64-bit): Apr 15 2015 12:09:54
LogInit: Compiled with Visual C++: 18.00.21005.01
LogInit: Build Configuration: Development
LogInit: Branch Name: ++depot+UE4-Releases+4.7
LogInit: Command line:
LogInit: Base directory: D:/Program Files/Epic Games/4.7/Engine/Binaries/Win64/
LogInit: Rocket: 1
LogTaskGraph: Started task graph with 3 named threads and 8 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: ‘TranslucentSortAxis = (X=0.000000,Y=-1.000000,Z=0.000000)’
LogConsoleResponse:Warning: Found in ini file ‘D:/Users/AirNer/Documents/Unreal Projects/JamG_063/Saved/Config/Windows/Engine.ini’, in section ‘[/Script/Engine.RendererSettings]’
LogConsoleResponse:Warning: Skipping Unknown console variable: ‘UIScaleRule = ShortestSide’
LogConsoleResponse:Warning: Found in ini file ‘D:/Users/AirNer/Documents/Unreal Projects/JamG_063/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 ‘D:/Users/AirNer/Documents/Unreal Projects/JamG_063/Saved/Config/Windows/Engine.ini’, in section ‘[/Script/Engine.RendererSettings]’
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer: AIRNER-PC
LogInit: User: AirNer
LogInit: CPU Page size=4096, Cores=6
LogInit: High frequency timer resolution =3.222714 MHz
LogMemory: Memory total: Physical=15.9GB (16GB approx) Virtual=8192.0GB
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 49.70 MB used, 49.70 MB peak
LogMemory: Process Virtual Memory: 29.53 MB used, 29.53 MB peak
LogMemory: Physical Memory: 9354.63 MB used, 16279.27 MB total
LogMemory: Virtual Memory: 283.78 MB used, 8388608.00 MB total
LogD3D11RHI: Found D3D11 adapter 0: AMD Radeon HD 7900 Series (Feature Level 11_0)
LogD3D11RHI: Adapter has 6102MB of dedicated video memory, 0MB of dedicated system memory, and 3840MB of shared system memory, 1 output[s]
LogD3D11RHI: Chosen D3D11 Adapter Id = 0
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
LogD3D11RHI: Async texture creation disabled: no driver support
LogTextLocalizationManager: The requested culture (‘en_GB’) has no localization data; parent culture’s (‘en’) localization data will be used.
LogTextLocalizationManager:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:Save_ToolTip):
Resource: (D:/Program Files/Epic Games/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-29098895) String: (Saves the current level to disk)
Resource: (D:/Program Files/Epic Games/4.7/Engine/Content/Localization/Engine/en/Engine.locres) Hash: (-1280300587) String: (Save selected data to vlog file)
LogTextLocalizationManager:Warning: Loading localization resources contain conflicting entries for (Namespace:ContentBrowser, Key:ImportAssetToolTip):
Resource: (D:/Program Files/Epic Games/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-630476809) String: (Import to {0}…)
Resource: (D:/Program Files/Epic Games/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (1271782899) String: (Imports an asset from file to this folder.)
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 39MB C:/Users/AirNer/AppData/Local/UnrealEngine/4.7/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/AirNer/AppData/Local/UnrealEngine/4.7/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file …/…/…/…/…/…/Users/AirNer/Documents/Unreal Projects/JamG_063/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/Compressed.ddp.
LogDerivedDataCache: Using Local data cache path C:/Users/AirNer/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
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.
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
LogSourceControl: RunCommandInternalRaw: ‘git version’
LogSourceControl: RunCommandInternalRaw: ExecProcess ReturnCode=2 OutResults=’’
SourceControl: Info Source control is disabled
LogObj: 24236 objects as part of root set at end of initial load.
LogUObjectAllocator: 5138904 out of 0 bytes used by permanent object pool.
LogEngine: Initializing Engine…
LogInit: XAudio2 using ‘Speakers (High Definition Audio Device)’ : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogAIModule: Creating AISystem for world NewWorld
LogDerivedDataCache: Saved boot cache 0.02s 39MB C:/Users/AirNer/AppData/Local/UnrealEngine/4.7/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 = 4.7.6-2513093+++depot+UE4-Releases+4.7
LogAnalytics: ET APIKey = Rocket.Release. DataRouterUploadURL = https://datarouter-public-service-gamedev.ol.epicgames.net/datarouter/api/v1/public/data. AppVersion = 4.7.6-2513093+++depot+UE4-Releases+4.7
LogAnalytics: SetUserId 144b371b496e38e6299c0cad4d655384|56584c70fdfd4982baf23415f1ba9af8|48a232b0-f1d0-4e0e-bbbc-d47f0b4058f5
LogAnalytics: AnalyticsET::StartSession [Rocket.Release]
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LogAssetRegistry: FAssetRegistry took 0.0092 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
LogSlate:Warning: Failed to load font data from ‘…/…/…/Engine/Content/Editor/Slate/Fonts/Roboto-Regular.ttf’
LogSlate:Warning: Failed to load font data from ‘…/…/…/Engine/Content/Editor/Slate/Fonts/Roboto-Bold.ttf’
LogCook:Display: Done creating registry. It took 0.00s.
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE="…/…/…/…/…/…/Users/AirNer/Documents/Unreal Projects/JamG_063/Content/RollingBP/Maps/Start.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x00000000185D2200
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
LogAIModule: Creating AISystem for world Start
Cmd: MAP CHECKDEP
MapCheck: New page: Start - 27 Sep 2015 17:43:49
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 133.266ms to complete.
LogFileHelpers: Loading map ‘Start’ took 13.762
LogCollectionManager: Loaded 0 collections in 0.001640 seconds
LogContentBrowser: Native class hierarchy populated in 0.0083 seconds. Added 1697 classes and 262 folders.
LogContentBrowser:Verbose: The content browser source was changed by the sources view to ‘/Game’
LogContentBrowser: Native class hierarchy updated for ‘SceneOutliner’ in 0.0013 seconds. Added 1 classes and 2 folders.
LogCrashTracker: Crashtracker disabled due to settings.
LogSlate:Warning: Failed to load font data from ‘Veranda’
LogUObjectGlobals:Warning: Failed to find object ‘Class None.’
LogLoad: Full Startup: 27.70 seconds (BP compile: 3.86 seconds)
LogRenderer:Warning: Reallocating scene render targets to support 32x32 (Frame:2).
LogRenderer:Warning: Reallocating scene render targets to support 1208x552 (Frame:8).
LogAssetRegistry: Asset discovery search completed in 19.8184 seconds
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\Epic Games\4.7\Engine\Binaries\DotNET
MainFrameActions: Packaging (Windows (32-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -installed -nop4 -project=D:/Users/AirNer/Documents/Unreal Projects/JamG_063/JamG_063.uproject -cook -allmaps -stage -archive -archivedirectory=C:/Users/AirNer/Desktop/steamworks_sdk_133b/tools/ContentBuilder/content -package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -clean -pak -prereqs -nodebuginfo -targetplatform=Win32 -CrashReporter -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\Epic Games\4.7\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/Epic Games/4.7
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=D:/Program Files/Epic Games/4.7/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/Epic Games/4.7
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/AirNer/AppData/Roaming/Unreal Engine/AutomationTool/Logs/D+Program+Files+Epic+Games+4.7)
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AirNer\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+4.7\UAT_Log.txt
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists D:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationTool.exe=True
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LOCAL_ROOT=D:/Program Files/Epic Games/4.7
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=D:/Program Files/Epic Games/4.7/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=D:/Program Files/Epic Games/4.7/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LogFolder=C:/Users/AirNer/AppData/Roaming/Unreal Engine/AutomationTool/Logs/D+Program+Files+Epic+Games+4.7
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=C:\Program Files (x86)\Windows Kits\8.1
MainFrameActions: Packaging (Windows (32-bit)): WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
MainFrameActions: Packaging (Windows (32-bit)): 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.
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\AirNer\AppData\Local\Temp\HarvestEnvVars.txt
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Users\AirNer\AppData\Local\Temp\HarvestEnvVars.bat=True
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Users\AirNer\AppData\Local\Temp\HarvestEnvVars.bat
MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars:
MainFrameActions: Packaging (Windows (32-bit)): HarvestEnvVars: D:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET>call “C:\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\Epic Games\4.7\Engine\Binaries\DotNET>set 1>“C:\Users\AirNer\AppData\Local\Temp\HarvestEnvVars.txt”
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 0.5400308s 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: 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=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools…\IDE\Devenv.com
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/Epic Games/4.7/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: HasCapabilityToCompile=True
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: LocalRoot=D:/Program Files/Epic Games/4.7
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: LogFolder=C:/Users/AirNer/AppData/Roaming/Unreal Engine/AutomationTool/Logs/D+Program+Files+Epic+Games+4.7
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=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools…\IDE\Devenv.com
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: RobocopyExe=C:\Windows\system32\robocopy.exe
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: TimestampAsString=2015-09-27_16.45.32
MainFrameActions: Packaging (Windows (32-bit)): CommandEnvironment.LogSettings: UATExe=D:\Program Files\Epic Games\4.7\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 6 script DLL(s).
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: D:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: D:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: D:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: D:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: D:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: D:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in D:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in D:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from D:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from D:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in D:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from D:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll.
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in D:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform HTML5Platform from D:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll.
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in D:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform IOSPlatform from D:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll.
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Looking for platforms in D:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
MainFrameActions: Packaging (Windows (32-bit)): Platform.CreatePlatformsFromAssembly: Creating platform GenericLinuxPlatform from D:\Program Files\Epic Games\4.7\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)): 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 D:\Users\AirNer\Documents\Unreal Projects\JamG_063\JamG_063.uproject=True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists D:\Users\AirNer\Documents\Unreal Projects\JamG_063\JamG_063.uproject=True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists D:\Users\AirNer\Documents\Unreal Projects\JamG_063\JamG_063.uproject=True
MainFrameActions: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for D:\Users\AirNer\Documents\Unreal Projects\JamG_063\JamG_063.uproject
MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.DetectTargetsForProject: Looking for targets for project D:\Users\AirNer\Documents\Unreal Projects\JamG_063\JamG_063.uproject
MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.DetectTargetsForProject: Searching for target rule files in D:\Users\AirNer\Documents\Unreal Projects\JamG_063
MainFrameActions: Packaging (Windows (32-bit)): ProjectUtils.DetectProjectProperties: Loading ini files for D:\Users\AirNer\Documents\Unreal Projects\JamG_063\JamG_063.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 CookOnTheFlyStreaming, String AdditionalCookerOptions, String BasedOnReleaseVersion, String CreateReleaseVersion, String DLCName, Nullable1 NewCook, 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 Prebuilt, Nullable1 RunTimeoutSeconds, String OverrideMinimumOS, Nullable1 IterativeDeploy)
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