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Running AutomationTool …
Parsing command line: -ScriptsForProject = “G: / UNREAL / CHALÉ / CHALÉ.uproject PROJECTS” BuildCookRun -project = “G: / UNREAL / CHALÉ / CHALÉ.uproject PROJECTS” -noP4 -clientconfig = Shipping -serverconfig = Shipping -nocompile - nocompileeditor -installed -ue4exe = “F: \ Program Files \ Epic Games \ UE_4.24 \ Engine \ Binaries \ Win64 \ UE4Editor-Cmd.exe” -utf8output -platform = Win64 -targetplatform = Win64 -build -cook -map = Main -unversionedcookedcontent -pak -createreleaseversion = 1.0 -distribution -compressed -prereqs -stage -package -stagingdirectory = “G: / UNREAL / CHALÉ / SAIDA PROJECTS /” -cmdline = “Main -Messaging” -addcmdline = "- SessionEd = 205B4A SessionOwner = ‘edgar’ -SessionName = ‘New Profile 0’ "
Setting up ProjectParams for G: \ UNREAL PROJECTS \ CHALÉ \ CHALÉ.uproject
CHALÉ.uproject requires a temporary target.cs to be generated (FirstPersonCharacter plugin is enabled)
********** BUILD COMMAND STARTED **********
Running: F: \ Program Files \ Epic Games \ UE_4.24 \ Engine \ Binaries \ DotNET \ UnrealBuildTool.exe CHALÉ Win64 Shipping -Project = “G: \ UNREAL PROJECTS \ CHALÉ \ CHALÉ.uproject” "G: \ UNREAL PROJECTS " CHALÉ \ CHALÉ.uproject “-NoUBTMakefiles -remoteini =” G: \ UNREAL PROJECTS \ CHALÉ “-skipdeploy -distribution -Manifest =” G: \ UNREAL PROJECTS \ CHALÉ \ Intermediate \ Build \ Manifest.xml “-NoHotReload -log =” C: \ Users \ edgar \ AppData \ Roaming \ Unreal Engine \ AutomationTool \ Logs \ F + Program + Files + Epic + Games + UE_4.24 \ UBT-CHALÉ-Win64-Shipping.txt "
Writing manifest to G: \ UNREAL PROJECTS \ CHALÉ \ Intermediate \ Build \ Manifest.xml
Building CHALÉ …
Using Visual Studio 2019 14.26.28804 toolchain (C: \ Program Files (x86) \ Microsoft Visual Studio \ 2019 \ Preview \ VC \ Tools \ MSVC \ 14.26.28801) and Windows 10.0.18362.0 SDK (C: \ Program Files (x86 ) \ Windows Kits \ 10).
[Upgrade]
[Upgrade] Using backward-compatible build settings. The latest version of UE4 sets the following values ​​by default, which may require code changes:
[Upgrade] bLegacyPublicIncludePaths = false => Omits subfolders from public include paths to reduce compiler command line length. (Previously: true).
[Upgrade] ShadowVariableWarningLevel = WarningLevel.Error => Treats shadowed variable warnings as errors. (Previously: WarningLevel.Warning).
[Upgrade] PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs => Set in build.cs files to enables IWYU-style PCH model. See https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/IWYU/index.html. (Previously: PCHUsageMode.UseSharedPCHs).
[Upgrade] Suppress this message by setting ‘DefaultBuildSettings = BuildSettingsVersion.V2;’ in CHALÉ.Target.cs, and explicitly overriding settings that differ from the new defaults.
[Upgrade]
Building 4 actions with 8 processes …
[1/4] SharedPCH.Core.cpp
c1xx: fatal error C1083: Unable to open compiler intermediate file: 'G: \ UNREAL PROJECTS \ CHAL�% \ Intermediate \ Build \ Win64 \ CHAL�% \ Shipping \ Core \ SharedPCH.Core. h.pch ': No such file or directory
Took 1.6129364s to run UnrealBuildTool.exe, ExitCode = 5
UnrealBuildTool failed. See log for more details. (C: \ Users \ edgar \ AppData \ Roaming \ Unreal Engine \ AutomationTool \ Logs \ F + Program + Files + Epic + Games + UE_4.24 \ UBT-CHALÉ-Win64-Shipping.txt)
AutomationTool exiting with ExitCode = 5 (5)
BUILD FAILED

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