hi all
error build project android
LogInit:Display: RandInit(-178707065)
SRandInit(-178707065). LogTaskGraph:
Started task graph with 4 named
threads and 5 total threads. LogStats:
Stats thread started LogInit: Version:
4.8.1-2591939+++depot+UE4-Releases+4.8 LogInit: API Version: 2579680 LogInit:
Compiled (64-bit): Jun 18 2015
11:02:04 LogInit: Compiled with Visual
C++: 18.00.21005.01 LogInit: Build
Configuration: Development LogInit:
Branch Name: ++depot+UE4-Releases+4.8
LogInit: Command line: LogInit: Base
directory: E:/New folder (17)/Epic
Games/4.8/.Mb8n/Install/Engine/Binaries/Win64/
LogInit: Rocket: 1 LogInit: Using
libcurl 7.41.0 LogInit: - built for
x86_64-pc-win32 LogInit: - supports
SSL with WinSSL LogInit: - other
features: LogInit:
CURL_VERSION_SSL LogInit:
CURL_VERSION_IPV6 LogInit:
CURL_VERSION_ASYNCHDNS LogInit:
CURL_VERSION_LARGEFILE LogInit:
CURL_VERSION_IDN LogInit:
CurlRequestOptions (configurable via
config and command line): LogInit: -
bVerifyPeer = true - Libcurl will
verify peer certificate LogInit: -
bUseHttpProxy = false - Libcurl will
NOT use HTTP proxy LogInit: -
bDontReuseConnections = false -
Libcurl will reuse connections
LogInit: - CertBundlePath = nullptr
- Libcurl will use whatever was configured at build time.
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
‘C:/Users/ali/Documents/Unreal
Projects/Zombie_android/Saved/Config/Windows/Engine.ini’,
in section
‘[/Script/Engine.RendererSettings]’
LogConsoleResponse:Warning: Skipping
Unknown console variable: ‘UIScaleRule
= ShortestSide’ LogConsoleResponse:Warning: Found in
ini file
‘C:/Users/ali/Documents/Unreal
Projects/Zombie_android/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:/Users/ali/Documents/Unreal
Projects/Zombie_android/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: ALI-PC LogInit: User: ali
LogInit: CPU Page size=4096, Cores=2
LogInit: High frequency timer
resolution =2.533359 MHz LogMemory:
Memory total: Physical=5.9GB (6GB
approx) LogMemory: Platform Memory
Stats for Windows LogMemory: Process
Physical Memory: 51.23 MB used, 51.23
MB peak LogMemory: Process Virtual
Memory: 23.93 MB used, 23.93 MB peak
LogMemory: Physical Memory: 3050.02 MB
used, 6005.60 MB total LogMemory:
Virtual Memory: 284.75 MB used,
8388608.00 MB total LogTextLocalizationManager: The
requested culture (‘en_US’) has no
localization data; parent culture’s
(‘en’) localization data will be used.
LogTextLocalizationManager:Warning:
Loaded localization resources contain
conflicting entries for
(Namespace:ContentBrowser,
Key:ImportAssetToolTip): Localization
Resource: (E:/New folder (17)/Epic
Games/4.8/.Mb8n/Install/Engine/Content/Localization/Editor/en/Editor.locres)
Source String Hash: (-630476809)
Localized String: (Import to {0}…)
Localization Resource: (E:/New folder
(17)/Epic
Games/4.8/.Mb8n/Install/Engine/Content/Localization/Editor/en/Editor.locres)
Source String Hash: (1271782899)
Localized String: (Imports an asset
from file to this folder.)
LogD3D11RHI: Found D3D11 adapter 0:
NVIDIA GeForce GT 740M
(Feature Level 11_0) LogD3D11RHI:
Adapter has 1997MB of dedicated video
memory, 0MB of dedicated system
memory, and 2048MB of shared system
memory, 1 output[s] LogD3D11RHI: Found
D3D11 adapter 1: NVIDIA GeForce GT
740M (Feature Level 11_0)
LogD3D11RHI: Adapter has 1997MB of
dedicated video memory, 0MB of
dedicated system memory, and 2048MB 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
LogShaderCompilers:Display: Using
Local Shader Compiler.
LogTemp:Display: Loaded TP
DesktopTargetPlatform LogTemp:Display:
Loaded TP WindowsClientTargetPlatform
LogTemp:Display: Loaded TP
WindowsNoEditorTargetPlatform
LogTemp:Display: Loaded TP
WindowsServerTargetPlatform
LogTemp:Display: Loaded TP
WindowsTargetPlatform LogTemp:Display:
Loaded TP AndroidTargetPlatform
LogTemp:Display: Loaded TP
Android_ASTCTargetPlatform
LogTemp:Display: Loaded TP
Android_ATCTargetPlatform
LogTemp:Display: Loaded TP
Android_DXTTargetPlatform
LogTemp:Display: Loaded TP
Android_ETC1TargetPlatform
LogTemp:Display: Loaded TP
Android_ETC2TargetPlatform
LogTemp:Display: Loaded TP
Android_PVRTCTargetPlatform
LogTemp:Display: Loaded TP
IOSTargetPlatform LogTemp:Display:
Loaded TP LinuxNoEditorTargetPlatform
LogTemp:Display: Loaded TP
LinuxServerTargetPlatform
LogTemp:Display: Loaded TP
LinuxTargetPlatform
LogTargetPlatformManager:Display:
Building Assets For Windows
LogDerivedDataCache:Display: Max Cache
Size: 512 MB LogDerivedDataCache:
Loaded boot cache 0.09s 53MB
C:/Users/ali/AppData/Local/UnrealEngine/4.8/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded
Boot cache:
C:/Users/ali/AppData/Local/UnrealEngine/4.8/DerivedDataCache/Boot.ddc
LogDerivedDataCache:
FDerivedDataBackendGraph: Pak pak
cache file
C:/Users/ali/Documents/Unreal
Projects/Zombie_android/DerivedDataCache/DDC.ddp
not found, will not use a pak cache.
LogDerivedDataCache: Unable to find
inner node Pak for hierarchical cache
Hierarchy. LogDerivedDataCache:
FDerivedDataBackendGraph:
CompressedPak pak cache file
C:/Users/ali/Documents/Unreal
Projects/Zombie_android/DerivedDataCache/Compressed.ddp
not found, will not use a pak cache.
LogDerivedDataCache: Unable to find
inner node CompressedPak for
hierarchical cache Hierarchy.
LogDerivedDataCache:Display: Pak cache
opened for reading
…/…/…/Engine/DerivedDataCache/Compressed.ddp.
LogDerivedDataCache: Using Local data
cache path
C:/Users/ali/AppData/Local/UnrealEngine/Common/DerivedDataCache:
Writable LogInit: Selected Device
Profile: [Windows] ImportText
(ComponentSweepMultiTests): Missing
closing parenthesis:
(RootShapeAsset=“/Engine/BasicShapes/Cube.Cube”,ShapeType=“TriggerCapsule”,HitResult=(Time=0.50,Location=(X=-100.000015,Y=0.0,Z=100.000015),ImpactPoint=(X=-50.0,Y=0.0,Z=50.0),Normal=(X=-1.0,Y=-0.0,Z=0.0),ImpactNormal=(X=0.0,Y=0.0,Z=1.0),TraceStart=(X=-200.0,Y=0.0,Z=200.0),TraceEnd=(X=0.0,Y=0.0,Z=0.0))
ImportText
(LineTraceSingleByChannelTests):
Missing closing parenthesis:
(RootShapeAsset=“/Engine/BasicShapes/Cube.Cube”,HitResult=(Time=0.50,Location=(X=-100.000015,Y=0.0,Z=100.000015),ImpactPoint=(X=-50.0,Y=0.0,Z=50.0),Normal=(X=-1.0,Y=-0.0,Z=0.0),ImpactNormal=(X=0.0,Y=0.0,Z=1.0),TraceStart=(X=-200.0,Y=0.0,Z=200.0),TraceEnd=(X=0.0,Y=0.0,Z=0.0))
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
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 SourceControl:
Info Source control is disabled
LogObj: 26273 objects as part of root
set at end of initial load.
LogUObjectAllocator: 5409256 out of 0
bytes used by permanent object pool.
LogEngine: Initializing Engine…
LogHMD: Can’t find Oculus library dev
build: is proper Runtime installed?
Version: 0.6.0.0 LogHMD:Warning:
SteamVR failed to initialize. Error:
110 LogAIModule: Creating AISystem for
world NewWorld LogInit: XAudio2 using
‘Speakers (Realtek High Definition
Audio)’ : 2 channels at 48 kHz using
32 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogDerivedDataCache: Saved boot cache
0.05s 53MB C:/Users/ali/AppData/Local/UnrealEngine/4.8/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Disabled
LogAnalytics: Creating configured
Analytics provider AnalyticsET
LogAnalytics:
[UEEditor.Rocket.Release] APIServer =
http://et2.epicgames.com/ET2/.
AppVersion =
4.8.1-2591939+++depot+UE4-Releases+4.8 LogAnalytics:
[UEEditor.Rocket.Release] SetUserId
26f25997416aa2b85e3a9c993152f74b|a0bf69c82ea44158a7ae3f62800d668e|475109e8-0af4-4265-af9b-815da197bffb
LogAnalytics:
[UEEditor.Rocket.Release]
AnalyticsET::StartSession LogInit:
Transaction tracking system
initialized BlueprintLog: New page:
Editor Load LogAssetRegistry:
FAssetRegistry took 0.0114 seconds to
start up LogDirectoryWatcher:Warning:
Failed to begin reading directory
changes for
…/…/…/Engine/Plugins/Experimental/CharacterAI/Content/.
Error: 0 LogLinker:Warning: Asset
‘…/…/…/Engine/Content/Tutorial/Mobile/SettingUpAndroidTutorial.uasset’
has been saved with empty engine
version. The asset will be loaded but
may be incompatible.
LogConsoleManager:Warning: Console
variable ‘r.VSync’ wasn’t set
(‘GameSetting’ has a lower priority
than ‘SystemSettingsIni’)
LogCook:Display: Done creating
registry. It took 0.00s.
SourceControl: Info Source control is
disabled Cmd: MAP LOAD
FILE=“C:/Users/ali/Documents/Unreal
Projects/Zombie_android/Content/FirstPersonBP/Maps/FirstPersonExampleMap.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 0x000000001922CB80
LogAIModule: Creating AISystem for
world FirstPersonExampleMap
LogPhysics:Warning:
FConstraintInstance::GetRefFrame :
Contained scale. LogPhysics:Warning:
FConstraintInstance::GetRefFrame :
Contained scale. LogPhysics:Warning:
FConstraintInstance::GetRefFrame :
Contained scale. LogPhysics:Warning:
FConstraintInstance::GetRefFrame :
Contained scale. LogPhysics:Warning:
FConstraintInstance::GetRefFrame :
Contained scale. LogPhysics:Warning:
FConstraintInstance::GetRefFrame :
Contained scale. LogEditorServer:
Finished looking for orphan Actors
(0.000 secs) Cmd: MAP CHECKDEP
NOCLEARLOG MapCheck: Info Map check
complete: 0 Error(s), 0 Warning(s),
took 90.077ms to complete.
LogFileHelpers: Loading map
‘FirstPersonExampleMap’ took 6.410
LogCollectionManager: Loaded 0
collections in 0.003299 seconds
LogContentBrowser: Native class
hierarchy populated in 0.0186 seconds.
Added 1792 classes and 301 folders.
LogContentBrowser: Native class
hierarchy updated for ‘WidgetCarousel’
in 0.0027 seconds. Added 0 classes and
0 folders. LogContentBrowser: Native
class hierarchy updated for
‘AddContentDialog’ in 0.0023 seconds.
Added 0 classes and 0 folders.
LogContentBrowser: Native class
hierarchy updated for ‘SceneOutliner’
in 0.0018 seconds. Added 1 classes and
2 folders. LogCrashTracker:
Crashtracker disabled due to settings.
LogUObjectGlobals:Warning: Failed to
find object ‘Class None.’ LogLoad:
Full Startup: 23.71 seconds (BP
compile: 2.15 seconds)
LogContentStreaming: Texture pool size
is 0.000000MB LogContentStreaming:
Texture pool size now 1000 MB
LogRenderer: Reallocating scene render
targets to support 960x384 (Frame:2).
LogAssetRegistry: Asset discovery
search completed in 14.6605 seconds
LogDesktopPlatform:Warning: Error
reading results of folder dialog.
MainFrameActions: Packaging (Android
(ETC1)): Running AutomationTool…
MainFrameActions: Packaging (Android
(ETC1)): Program.Main: Running on
WindowsHostPlatform MainFrameActions:
Packaging (Android (ETC1)):
Program.Main: CWD=E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET
MainFrameActions: Packaging (Android
(ETC1)): Automation.ParseCommandLine:
Parsing command line: BuildCookRun
-rocket -nocompile -installed -nop4 -project=C:/Users/ali/Documents/Unreal Projects/Zombie_android/Zombie_android.uproject
-cook -stage -archive -archivedirectory=C:/Users/ali/Desktop/New
fold MainFrameActions: Packaging
(Android (ETC1)): er (4) -package
-clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -compressed -pak -prereqs -nodebuginfo -targetplatform=Android -cookflavor=ETC1 -build -utf8output -NoCompile MainFrameActions: Packaging (Android (ETC1)): Automation.Process:
IsBuildMachine=False MainFrameActions:
Packaging (Android (ETC1)):
Automation.Process:
ShouldKillProcesses=True
MainFrameActions: Packaging (Android
(ETC1)): Automation.Process: Setting
up command environment.
MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeFileExists:
SafeFileExists E:\New folder (17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationTool.exe=True
MainFrameActions: Packaging (Android
(ETC1)):
InternalUtils.GetEnvironmentVariable:
GetEnvironmentVariable
uebp_LOCAL_ROOT= MainFrameActions:
Packaging (Android (ETC1)):
InternalUtils.GetEnvironmentVariable:
GetEnvironmentVariable
uebp_LOCAL_ROOT=E:/New folder
(17)/Epic Games/4.8/.Mb8n/Install
MainFrameActions: Packaging (Android
(ETC1)): CommandUtils.SetEnvVar:
SetEnvVar
uebp_EngineSavedFolder=E:/New folder
(17)/Epic
Games/4.8/.Mb8n/Install/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Android
(ETC1)):
InternalUtils.GetEnvironmentVariable:
GetEnvironmentVariable uebp_LogFolder=
MainFrameActions: Packaging (Android
(ETC1)):
InternalUtils.GetEnvironmentVariable:
GetEnvironmentVariable
uebp_LOCAL_ROOT=E:/New folder
(17)/Epic Games/4.8/.Mb8n/Install
MainFrameActions: Packaging (Android
(ETC1)):
CommandUtils.DeleteDirectoryContents:
DeleteDirectoryContents(C:/Users/ali/AppData/Roaming/Unreal
Engine/AutomationTool/Logs/E+New+folder+(17)+Epic+Games+4.8+.Mb8n+Install)
MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeDeleteFile:
SafeDeleteFile
C:\Users\ali\AppData\Roaming\Unreal
Engine\AutomationTool\Logs\E+New+folder+(17)+Epic+Games+4.8+.Mb8n+Install\UAT_Log.txt
MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeDeleteFile:
SafeDeleteFile
C:\Users\ali\AppData\Roaming\Unreal
Engine\AutomationTool\Logs\E+New+folder+(17)+Epic+Games+4.8+.Mb8n+Install\UBTManifest.0.xml
MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeDeleteFile:
SafeDeleteFile
C:\Users\ali\AppData\Roaming\Unreal
Engine\AutomationTool\Logs\E+New+folder+(17)+Epic+Games+4.8+.Mb8n+Install\UnrealBuildTool.txt MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeFileExists:
SafeFileExists E:\New folder (17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationTool.exe=True
MainFrameActions: Packaging (Android
(ETC1)): CommandUtils.GetEnvVar:
GetEnvironmentVariable
uebp_LOCAL_ROOT=E:/New folder
(17)/Epic Games/4.8/.Mb8n/Install
MainFrameActions: Packaging (Android
(ETC1)): CommandUtils.GetEnvVar:
GetEnvironmentVariable
uebp_EngineSavedFolder=E:/New folder
(17)/Epic
Games/4.8/.Mb8n/Install/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Android
(ETC1)): CommandUtils.GetEnvVar:
GetEnvironmentVariable
uebp_EngineSavedFolder=E:/New folder
(17)/Epic
Games/4.8/.Mb8n/Install/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Android
(ETC1)): CommandUtils.GetEnvVar:
GetEnvironmentVariable
uebp_LogFolder=C:/Users/ali/AppData/Roaming/Unreal
Engine/AutomationTool/Logs/E+New+folder+(17)+Epic+Games+4.8+.Mb8n+Install
MainFrameActions: Packaging (Android
(ETC1)):
InternalUtils.GetEnvironmentVariable:
GetEnvironmentVariable FrameworkDir=
MainFrameActions: Packaging (Android
(ETC1)):
InternalUtils.GetEnvironmentVariable:
GetEnvironmentVariable
FrameworkVersion= MainFrameActions:
Packaging (Android (ETC1)):
WindowsHostPlatform.SetFrameworkVars:
Setting .Net Framework environment
variables. MainFrameActions: Packaging
(Android (ETC1)):
WindowsHostPlatform.SetFrameworkVars:
Supports64bitExecutables=True
MainFrameActions: Packaging (Android
(ETC1)):
WindowsHostPlatform.SetFrameworkVars:
WindowsPlatform.CompilerVisualStudio2013
MainFrameActions: Packaging (Android
(ETC1)):
WindowsHostPlatform.SetFrameworkVars:
WindowsSDKDir=C:\Program Files
(x86)\Windows Kits\8.1
MainFrameActions: Packaging (Android
(ETC1)):
WindowsHostPlatform.SetFrameworkVars:
BaseVSToolPath=C:\Program Files
(x86)\Microsoft Visual Studio
12.0\Common7\Tools MainFrameActions: Packaging (Android (ETC1)):
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 (Android
(ETC1)): InternalUtils.SafeDeleteFile:
SafeDeleteFile
C:\Users\ali\AppData\Local\Temp\HarvestEnvVars.txt
MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeFileExists:
SafeFileExists
C:\Users\ali\AppData\Local\Temp\HarvestEnvVars.bat=True
MainFrameActions: Packaging (Android
(ETC1)): CommandUtils.Run: Run:
C:\Users\ali\AppData\Local\Temp\HarvestEnvVars.bat
MainFrameActions: Packaging (Android
(ETC1)): HarvestEnvVars:
MainFrameActions: Packaging (Android
(ETC1)): HarvestEnvVars: E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET>call
“C:\Program Files (x86)\Microsoft
Visual Studio
12.0\Common7\Tools....\VC\bin\x86_amd64\vcvarsx86_amd64.bat”
MainFrameActions: Packaging (Android
(ETC1)): HarvestEnvVars:
MainFrameActions: Packaging (Android
(ETC1)): HarvestEnvVars: E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET>set
1>“C:\Users\ali\AppData\Local\Temp\HarvestEnvVars.txt”
MainFrameActions: Packaging (Android
(ETC1)): CommandUtils.Run: Run: Took
2.9071662s to run HarvestEnvVars.bat, ExitCode=0 MainFrameActions: Packaging
(Android (ETC1)):
CommandUtils.SetEnvVar: SetEnvVar
FrameworkDir=C:\Windows\Microsoft.NET\Framework
MainFrameActions: Packaging (Android
(ETC1)): CommandUtils.SetEnvVar:
SetEnvVar FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Android
(ETC1)):
WindowsHostPlatform.SetFrameworkVars:
FrameworkDir=C:\Windows\Microsoft.NET\Framework
MainFrameActions: Packaging (Android
(ETC1)):
WindowsHostPlatform.SetFrameworkVars:
FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Android
(ETC1)):
InternalUtils.GetEnvironmentVariable:
GetEnvironmentVariable
FrameworkDir=C:\Windows\Microsoft.NET\Framework
MainFrameActions: Packaging (Android
(ETC1)):
InternalUtils.GetEnvironmentVariable:
GetEnvironmentVariable
FrameworkVersion=v4.0.30319
MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeFileExists:
SafeFileExists
C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe=True
MainFrameActions: Packaging (Android
(ETC1)):
CommandEnvironment.SetupBuildEnvironment:
CompilationEvironment.HasCapabilityToCompile=True
MainFrameActions: Packaging (Android
(ETC1)):
CommandEnvironment.SetupBuildEnvironment:
CompilationEvironment.MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
MainFrameActions: Packaging (Android
(ETC1)):
CommandEnvironment.SetupBuildEnvironment:
CompilationEvironment.MsDevExe=C:\Program
Files (x86)\Microsoft Visual Studio
12.0\Common7\Tools..\IDE\Devenv.com MainFrameActions: Packaging (Android
(ETC1)):
CommandEnvironment.LogSettings:
Command Environment settings:
MainFrameActions: Packaging (Android
(ETC1)):
CommandEnvironment.LogSettings:
CmdExe=C:\Windows\system32\cmd.exe
MainFrameActions: Packaging (Android
(ETC1)):
CommandEnvironment.LogSettings:
EngineSavedFolder=E:/New folder
(17)/Epic
Games/4.8/.Mb8n/Install/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Android
(ETC1)):
CommandEnvironment.LogSettings:
HasCapabilityToCompile=True
MainFrameActions: Packaging (Android
(ETC1)):
CommandEnvironment.LogSettings:
LocalRoot=E:/New folder (17)/Epic
Games/4.8/.Mb8n/Install
MainFrameActions: Packaging (Android
(ETC1)):
CommandEnvironment.LogSettings:
LogFolder=C:/Users/ali/AppData/Roaming/Unreal
Engine/AutomationTool/Logs/E+New+folder+(17)+Epic+Games+4.8+.Mb8n+Install
MainFrameActions: Packaging (Android
(ETC1)):
CommandEnvironment.LogSettings:
MountExe=C:\Windows\system32\mount.exe
MainFrameActions: Packaging (Android
(ETC1)):
CommandEnvironment.LogSettings:
MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
MainFrameActions: Packaging (Android
(ETC1)):
CommandEnvironment.LogSettings:
MsDevExe=C:\Program Files
(x86)\Microsoft Visual Studio
12.0\Common7\Tools..\IDE\Devenv.com MainFrameActions: Packaging (Android
(ETC1)):
CommandEnvironment.LogSettings:
RobocopyExe=C:\Windows\system32\robocopy.exe
MainFrameActions: Packaging (Android
(ETC1)):
CommandEnvironment.LogSettings:
TimestampAsString=2015-08-02_00.40.10
MainFrameActions: Packaging (Android
(ETC1)):
CommandEnvironment.LogSettings:
UATExe=E:\New folder (17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationTool.exe
MainFrameActions: Packaging (Android
(ETC1)): ProjectUtils.CleanupFolders:
Cleaning up project rules folder
MainFrameActions: Packaging (Android
(ETC1)):
CommandUtils.DeleteDirectoryContents:
DeleteDirectoryContents(C:\Users\ali\AppData\Local\Temp\UAT\E+New+folder+(17)+Epic+Games+4.8+.Mb8n+Install\Rules)
MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeDeleteFile:
SafeDeleteFile
C:\Users\ali\AppData\Local\Temp\UAT\E+New+folder+(17)+Epic+Games+4.8+.Mb8n+Install\Rules\UATRules-1815768792.dll MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeDeleteFile:
SafeDeleteFile
C:\Users\ali\AppData\Local\Temp\UAT\E+New+folder+(17)+Epic+Games+4.8+.Mb8n+Install\Rules\UATRules-1815768792.pdb MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeDeleteFile:
SafeDeleteFile
C:\Users\ali\AppData\Local\Temp\UAT\E+New+folder+(17)+Epic+Games+4.8+.Mb8n+Install\Rules\UATRules-1815768792SourceFiles.txt
MainFrameActions: Packaging (Android
(ETC1)): Automation.Process: Compiling
scripts. MainFrameActions: Packaging
(Android (ETC1)):
ScriptCompiler.LoadPreCompiledScriptAssemblies:
Loading precompiled script DLLs
MainFrameActions: Packaging (Android
(ETC1)):
ScriptCompiler.LoadPreCompiledScriptAssemblies:
Found 8 script DLL(s).
MainFrameActions: Packaging (Android
(ETC1)):
ScriptCompiler.LoadPreCompiledScriptAssemblies:
Loading script DLL: E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Android
(ETC1)):
ScriptCompiler.LoadPreCompiledScriptAssemblies:
Loading script DLL: E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Android
(ETC1)):
ScriptCompiler.LoadPreCompiledScriptAssemblies:
Loading script DLL: E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Android
(ETC1)):
ScriptCompiler.LoadPreCompiledScriptAssemblies:
Loading script DLL: E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll
MainFrameActions: Packaging (Android
(ETC1)):
ScriptCompiler.LoadPreCompiledScriptAssemblies:
Loading script DLL: E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
MainFrameActions: Packaging (Android
(ETC1)):
ScriptCompiler.LoadPreCompiledScriptAssemblies:
Loading script DLL: E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
MainFrameActions: Packaging (Android
(ETC1)):
ScriptCompiler.LoadPreCompiledScriptAssemblies:
Loading script DLL: E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
MainFrameActions: Packaging (Android
(ETC1)):
ScriptCompiler.LoadPreCompiledScriptAssemblies:
Loading script DLL: E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll
MainFrameActions: Packaging (Android
(ETC1)):
Platform.CreatePlatformsFromAssembly:
Looking for platforms in E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
MainFrameActions: Packaging (Android
(ETC1)):
Platform.CreatePlatformsFromAssembly:
Looking for platforms in E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
MainFrameActions: Packaging (Android
(ETC1)):
Platform.CreatePlatformsFromAssembly:
Creating platform Win64Platform from
E:\New folder (17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Android
(ETC1)):
Platform.CreatePlatformsFromAssembly:
Creating platform Win32Platform from
E:\New folder (17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
MainFrameActions: Packaging (Android
(ETC1)):
Platform.CreatePlatformsFromAssembly:
Looking for platforms in E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
MainFrameActions: Packaging (Android
(ETC1)):
Platform.CreatePlatformsFromAssembly:
Creating platform AndroidPlatform from
E:\New folder (17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll.
MainFrameActions: Packaging (Android
(ETC1)):
Platform.CreatePlatformsFromAssembly:
Looking for platforms in E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll
MainFrameActions: Packaging (Android
(ETC1)):
Platform.CreatePlatformsFromAssembly:
Creating platform DesktopPlatform from
E:\New folder (17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll.
MainFrameActions: Packaging (Android
(ETC1)):
Platform.CreatePlatformsFromAssembly:
Looking for platforms in E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
MainFrameActions: Packaging (Android
(ETC1)):
Platform.CreatePlatformsFromAssembly:
Creating platform HTML5Platform from
E:\New folder (17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll.
MainFrameActions: Packaging (Android
(ETC1)):
Platform.CreatePlatformsFromAssembly:
Looking for platforms in E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
MainFrameActions: Packaging (Android
(ETC1)):
Platform.CreatePlatformsFromAssembly:
Creating platform IOSPlatform from
E:\New folder (17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll.
MainFrameActions: Packaging (Android
(ETC1)):
Platform.CreatePlatformsFromAssembly:
Looking for platforms in E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
MainFrameActions: Packaging (Android
(ETC1)):
Platform.CreatePlatformsFromAssembly:
Creating platform GenericLinuxPlatform
from E:\New folder (17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll.
MainFrameActions: Packaging (Android
(ETC1)):
Platform.CreatePlatformsFromAssembly:
Looking for platforms in E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll
MainFrameActions: Packaging (Android
(ETC1)):
Platform.CreatePlatformsFromAssembly:
Creating platform MacPlatform from
E:\New folder (17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll.
MainFrameActions: Packaging (Android
(ETC1)): Platform.InitializePlatforms:
Creating placeholder platform for
target: Unknown MainFrameActions:
Packaging (Android (ETC1)):
Platform.InitializePlatforms: Creating
placeholder platform for target:
XboxOne MainFrameActions: Packaging
(Android (ETC1)):
Platform.InitializePlatforms: Creating
placeholder platform for target: PS4
MainFrameActions: Packaging (Android
(ETC1)): Platform.InitializePlatforms:
Creating placeholder platform for
target: WinRT MainFrameActions:
Packaging (Android (ETC1)):
Platform.InitializePlatforms: Creating
placeholder platform for target:
WinRT_ARM MainFrameActions: Packaging
(Android (ETC1)):
CommandUtils.InitP4Support:
Initializing AllowSubmit.
MainFrameActions: Packaging (Android
(ETC1)): CommandUtils.InitP4Support:
AllowSubmit=False MainFrameActions:
Packaging (Android (ETC1)):
CommandUtils.InitP4Support:
Initializing P4Enabled.
MainFrameActions: Packaging (Android
(ETC1)): CommandUtils.InitP4Support:
P4Enabled=False MainFrameActions:
Packaging (Android (ETC1)):
CommandUtils.InitP4Support:
P4CLRequired=False MainFrameActions:
Packaging (Android (ETC1)):
InternalUtils.SafeFileExists:
SafeFileExists
C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Zombie_android.uproject=True
MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeFileExists:
SafeFileExists
C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Zombie_android.uproject=True
MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeFileExists:
SafeFileExists
C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Zombie_android.uproject=True
MainFrameActions: Packaging (Android
(ETC1)): BuildCookRun.SetupParams:
Setting up ProjectParams for
C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Zombie_android.uproject
MainFrameActions: Packaging (Android
(ETC1)):
ProjectUtils.DetectTargetsForProject:
Looking for targets for project
C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Zombie_android.uproject
MainFrameActions: Packaging (Android
(ETC1)):
ProjectUtils.DetectTargetsForProject:
Searching for target rule files in
C:\Users\ali\Documents\Unreal
Projects\Zombie_android
MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeFileExists:
SafeFileExists
C:\Users\ali\AppData\Local\Temp\UAT\E+New+folder+(17)+Epic+Games+4.8+.Mb8n+Install\Rules\UATRules-1815768792.dll=False
MainFrameActions: Packaging (Android
(ETC1)):
ProjectUtils.CompileAndLoadTargetsAssembly:
Compiling targets DLL:
C:\Users\ali\AppData\Local\Temp\UAT\E+New+folder+(17)+Epic+Games+4.8+.Mb8n+Install\Rules\UATRules-1815768792.dll MainFrameActions: Packaging (Android
(ETC1)):
ProjectUtils.DetectProjectProperties:
Loading ini files for
C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Zombie_android.uproject
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
Project Params **************
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
AdditionalServerMapParams=
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
Archive=True MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
ArchiveMetaData=False
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
BaseArchiveDirectory=C:\Users\ali\Desktop\New
folder (4) MainFrameActions: Packaging
(Android (ETC1)):
ProjectParams.ValidateAndLog:
BaseStageDirectory=C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Saved\StagedBuilds
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
Build=True MainFrameActions: Packaging
(Android (ETC1)):
ProjectParams.ValidateAndLog:
Cook=True MainFrameActions: Packaging
(Android (ETC1)):
ProjectParams.ValidateAndLog: Clean=
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
Client=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
ClientConfigsToBuild=Shipping
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
ClientCookedTargets=Zombie_android
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
ClientTargetPlatform=Android
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
Compressed=True MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
UseDebugParamForEditorExe=False
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
CookFlavor=ETC1 MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
CookOnTheFly=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
CookOnTheFlyStreaming=False
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
UnversionedCookedContent=False
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
GeneratePatch=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
CreateReleaseVersion=
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
BasedOnReleaseVersion=
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
DLCName= MainFrameActions: Packaging
(Android (ETC1)):
ProjectParams.ValidateAndLog:
DLCIncludeEngineContent=False
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
AdditionalCookerOptions=
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
DedicatedServer=False
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
DirectoriesToCook= MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
CulturesToCook= MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
EditorTargets= MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
Foreign=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
IsCodeBasedProject=True
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
IsProgramTarget=False
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
IterativeCooking=False
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
CookAll=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
CookMapsOnly=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
Deploy=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
IterativeDeploy=False
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
LogWindow=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
Manifests=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
MapToRun= MainFrameActions: Packaging
(Android (ETC1)):
ProjectParams.ValidateAndLog:
NoClient=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
NumClients=0 MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
NoDebugInfo=True MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
NoCleanStage=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
NoXGE=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
MapsToCook= MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog: Pak=True
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
Package=True MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
NullRHI=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
FakeClient=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
EditorTest=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
RunAutomationTests=False
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
RunAutomationTest= MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
RunTimeoutSeconds=0 MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
CrashIndex=0 MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
ProgramTargets= MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
ProjectBinariesFolder=C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Binaries\Android
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
ProjectBinariesPath=C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Binaries\Android
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
ProjectGameExeFilename=C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Binaries\Android\Zombie_android
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
ProjectGameExePath=C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Binaries\Android\Zombie_android
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
Distribution=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
Prebuilt=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
Prereqs=True MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
NoBootstrapExe=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
RawProjectPath=C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Zombie_android.uproject
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
Rocket=True MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
Run=False MainFrameActions: Packaging
(Android (ETC1)):
ProjectParams.ValidateAndLog:
ServerConfigsToBuild=Development
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
ServerCookedTargets= MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
ServerTargetPlatform=Android
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
ShortProjectName=Zombie_android
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
SignedPak=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog: SignPak=
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
SkipCook=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
SkipCookOnTheFly=False
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
SkipPak=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
SkipStage=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
Stage=True MainFrameActions: Packaging
(Android (ETC1)):
ProjectParams.ValidateAndLog:
bUsesSteam=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
bUsesCEF3=False MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
bUsesSlate=True MainFrameActions:
Packaging (Android (ETC1)):
ProjectParams.ValidateAndLog:
bDebugBuildsActuallyUseDebugCRT=False
MainFrameActions: Packaging (Android
(ETC1)): ProjectParams.ValidateAndLog:
Project Params **************
MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeFileExists:
SafeFileExists
C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Zombie_android.uproject=True
MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeFileExists:
SafeFileExists
C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Zombie_android.uproject=True
MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeFileExists:
SafeFileExists
C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Zombie_android.uproject=True
MainFrameActions: Packaging (Android
(ETC1)): Project.Build: **********
BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeFileExists:
SafeFileExists C:\Program Files
(x86)\Xoreax\IncrediBuild\xgConsole.exe=False
MainFrameActions: Packaging (Android
(ETC1)): UE4Build.Build: XGE was
requested, but is unavailable, so we
won’t use it. MainFrameActions:
Packaging (Android (ETC1)):
UE4Build.Build:
************************* UE4Build: MainFrameActions: Packaging (Android
(ETC1)): UE4Build.Build:
************************* ForceMonolithic: False
MainFrameActions: Packaging (Android
(ETC1)): UE4Build.Build:
************************* ForceNonUnity:False MainFrameActions:
Packaging (Android (ETC1)):
UE4Build.Build:
************************* ForceDebugInfo: False
MainFrameActions: Packaging (Android
(ETC1)): UE4Build.Build:
************************* UseXGE: False MainFrameActions: Packaging
(Android (ETC1)):
InternalUtils.SafeFileExists:
SafeFileExists E:\New folder (17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeDeleteFile:
SafeDeleteFile
C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Intermediate\Build\Manifest.xml
MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeFileExists:
SafeFileExists E:\New folder (17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeFileExists:
SafeFileExists E:\New folder (17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Android
(ETC1)): CommandUtils.Run: Run: E:\New
folder (17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\UnrealBuildTool.exe
Zombie_android Android Shipping
“C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Zombie_android.uproject”
-noxge -generatemanifest -ro MainFrameActions: Packaging (Android
(ETC1)): cket -NoHotReloadFromIDE
MainFrameActions: Packaging (Android
(ETC1)): CommandUtils.Run: Run: Took
2.6861536s to run UnrealBuildTool.exe, ExitCode=0 MainFrameActions: Packaging
(Android (ETC1)):
InternalUtils.SafeFileExists:
SafeFileExists
C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Intermediate\Build\Manifest.xml=True
MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeCopyFile:
SafeCopyFile
C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Intermediate\Build\Manifest.xml
C:\Users\ali\AppData\Roaming\Unreal
Engine\AutomationTool\Logs\E+New+folder+(17)+Epic+Games+4.8+.Mb8n+Install\UBTManifest.0.xml
MainFrameActions: Packaging (Android
(ETC1)): UE4Build.PrepareManifest:
Copied UBT manifest to
C:\Users\ali\AppData\Roaming\Unreal
Engine\AutomationTool\Logs\E+New+folder+(17)+Epic+Games+4.8+.Mb8n+Install\UBTManifest.0.xml
MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeFileExists:
SafeFileExists E:\New folder (17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Android
(ETC1)): InternalUtils.SafeFileExists:
SafeFileExists E:\New folder (17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Android
(ETC1)): CommandUtils.Run: Run: E:\New
folder (17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\UnrealBuildTool.exe
Zombie_android Android Shipping
“C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Zombie_android.uproject”
-noxge -rocket -NoHotReloadFromIDE -ignorejunk MainFrameActions: Packaging (Android (ETC1)):
UnrealBuildTool: Compiling Native code
with NDK API ‘android-19’
MainFrameActions: Packaging (Android
(ETC1)): UnrealBuildTool: Performing 1
actions (2 in parallel)
MainFrameActions: Packaging (Android
(ETC1)): UnrealBuildTool: [1/1]
clang++.exe
Zombie_android-Android-Shipping-armv7-es2.so MainFrameActions: Packaging (Android
(ETC1)): UnrealBuildTool:
C:/NVPACK/android-ndk-r9c/toolchains/arm-linux-androideabi-4.8/prebuilt/windows/lib/gcc/arm-linux-androideabi/4.8/…/…/…/…/arm-linux-androideabi/bin/ld.exe:
fatal error: E:/New folder (17)/Epic
Games/4.8/.Mb8n/Install/Engine/Binaries/An
MainFrameActions: Packaging (Android
(ETC1)):
droid/UE4-Core-Android-Shipping-armv7-es2.a:
attempt to map 40 bytes at offset
2582904 exceeds size of file; the file
may be corrupt MainFrameActions:
Packaging (Android (ETC1)):
UnrealBuildTool: clang++.exe: error:
linker command failed with exit code 1
(use -v to see invocation)
MainFrameActions: Packaging (Android
(ETC1)): UnrealBuildTool: -------- End
Detailed Actions Stats
----------------------------------------------------------- MainFrameActions: Packaging (Android
(ETC1)): UnrealBuildTool: ERROR: UBT
ERROR: Failed to produce item:
C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Binaries\Android\Zombie_android-Android-Shipping-armv7-es2.so MainFrameActions: Packaging (Android
(ETC1)): UnrealBuildTool: Total build
time: 6.02 seconds MainFrameActions:
Packaging (Android (ETC1)):
CommandUtils.Run: Run: Took 6.3033606s
to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Android
(ETC1)): ErrorReporter.Error: ERROR:
AutomationTool error: Command failed
(Result:5): E:\New folder (17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\UnrealBuildTool.exe
Zombie_android Android Shipping
“C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Zombie_android.uproject”
-noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool.txt’
MainFrameActions: Packaging (Android
(ETC1)): BuildCommand.Execute: ERROR:
BUILD FAILED MainFrameActions:
Packaging (Android (ETC1)):
Program.Main: ERROR: AutomationTool
terminated with exception:
MainFrameActions: Packaging (Android
(ETC1)): Program.Main: ERROR:
Exception in AutomationTool: Command
failed (Result:5): E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\UnrealBuildTool.exe
Zombie_android Android Shipping
“C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Zombie_android.uproject”
-noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool.txt’
MainFrameActions: Packaging (Android
(ETC1)): Stacktrace: at
AutomationTool.CommandUtils.RunAndLog(String
App, String CommandLine, String
Logfile, Int32 MaxSuccessCode, String
Input, ERunOptions Options,
Dictionary2 EnvVars) MainFrameActions: Packaging (Android (ETC1)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary
2 EnvVars)
MainFrameActions: Packaging (Android
(ETC1)): 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, Dictionary2 EnvVars) MainFrameActions: Packaging (Android (ETC1)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable
1
InDeleteBuildProducts, Boolean
InUpdateVersionFiles, Boolean
InForceNoXGE, Boolean InForceNonUnity,
Boolean InForceUnity, Dictionary2 PlatformEnvVars) MainFrameActions: Packaging (Android (ETC1)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) MainFrameActions: Packaging (Android (ETC1)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Packaging (Android (ETC1)): at BuildCommand.Execute() MainFrameActions: Packaging (Android (ETC1)): at AutomationTool.Automation.Execute(List
1
CommandsToExecute,
CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Android
(ETC1)): at
AutomationTool.Automation.Process(String
CommandLine) MainFrameActions:
Packaging (Android (ETC1)): at
AutomationTool.Program.MainProc(Object
Param) MainFrameActions: Packaging
(Android (ETC1)): at
AutomationTool.InternalUtils.RunSingleInstance(MainProc
Main, Object Param) MainFrameActions:
Packaging (Android (ETC1)): at
AutomationTool.Program.Main()
MainFrameActions: Packaging (Android
(ETC1)): Program.Main: ERROR: Command
failed (Result:5): E:\New folder
(17)\Epic
Games\4.8.Mb8n\Install\Engine\Binaries\DotNET\UnrealBuildTool.exe
Zombie_android Android Shipping
“C:\Users\ali\Documents\Unreal
Projects\Zombie_android\Zombie_android.uproject”
-noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool.txt’
MainFrameActions: Packaging (Android
(ETC1)): ProcessManager.KillAll:
Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android
(ETC1)): Program.Main: AutomationTool
exiting with ExitCode=5
MainFrameActions: Packaging (Android
(ETC1)): Domain_ProcessExit
MainFrameActions: Packaging (Android
(ETC1)): ProcessManager.KillAll:
Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android
(ETC1)): copying UAT log files…
MainFrameActions: Packaging (Android
(ETC1)): RunUAT.bat ERROR:
AutomationTool was unable to run
successfully. MainFrameActions:
Packaging (Android (ETC1)): BUILD
FAILED