Error Packaging to Windows 32 and 64

Well, is my first time with this, I Have this:

I don´t have any idea on how to solve this… any suggestion?..

One problem is:

LogUObjectGlobals:Warning: Failed to find object ‘Class None.’

And the Ohter is:

LogStreaming:Warning: Failed to read file ‘…/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png’ error.
LogSlate: Could not find file for Slate resource: …/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png
LogStreaming:Warning: Failed to read file ‘…/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png’ error.
LogSlate: Could not find file for Slate resource: …/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png
LogStreaming:Warning: Failed to read file ‘…/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png’ error.
LogSlate: Could not find file for Slate resource: …/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png

And the complete is:

LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(40344273) SRandInit(40344274).
LogTaskGraph: Started task graph with 4 named threads and 7 total threads.
LogStats: Stats thread started at 0.077102
LogInit: Version: 4.11.2-2946394+++UE4+Release-4.11
LogInit: API Version: 2927265
LogInit: Compiled (64-bit): Apr 18 2016 02:18:46
LogInit: Compiled with Visual C++: 19.00.23026.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.11
LogInit: Command line:
LogInit: Base directory: C:/Program Files (x86)/Epic Games/4.11/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 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.
LogInit: Presizing for max 16777216 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer: USUARIO-PC
LogInit: User: Usuario
LogInit: CPU Page size=65536, Cores=4
LogInit: High frequency timer resolution =3.312675 MHz
LogMemory: Memory total: Physical=7.9GB (8GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 314.54 MB used, 314.54 MB peak
LogMemory: Process Virtual Memory: 315.10 MB used, 315.10 MB peak
LogMemory: Physical Memory: 3230.21 MB used, 8082.07 MB total
LogMemory: Virtual Memory: 622.70 MB used, 8388608.00 MB total
LogD3D11RHI: D3D11 adapters:
LogD3D11RHI: 0. ‘NVIDIA GeForce GTX 770’ (Feature Level 11_0)
LogD3D11RHI: 4026MB of dedicated video memory, 0MB of dedicated system memory, and 3785MB of shared system memory, 1 output[s]
LogD3D11RHI: 1. ‘Intel(R) HD Graphics 4600’ (Feature Level 11_0)
LogD3D11RHI: 64MB of dedicated video memory, 0MB of dedicated system memory, and 1632MB of shared system memory, 0 output[s]
LogD3D11RHI: Chosen D3D11 Adapter: 0
LogD3D11RHI: Creating new Direct3DDevice
LogD3D11RHI: Adapter Name: NVIDIA GeForce GTX 770
LogD3D11RHI: Driver Version: Unknown (internal Unknown)
LogD3D11RHI: Driver Date: Unknown
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
LogD3D11RHI: Async texture creation enabled
LogShaderCompilers: Guid format shader working directory is -49 characters bigger than the processId version (E:/Mis Documentos/Unreal Projects/Test_Room_Lightmass_Bueno Marcos Liebres 02/Test_Room_Lightmass/Intermediate/Shaders/WorkingDirectory/3364/).
LogShaderCompilers: Cleaned the shader compiler working directory ‘C:/Users/Usuario/AppData/Local/Temp/UnrealShaderWorkingDir/BE7DD2EF48D1F02CE9A20690E2C4CEE2/’.
LogShaderCompilers:Display: Using Local Shader Compiler.
LogTemp:Display: Loaded TP AllDesktopTargetPlatform
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_MultiTargetPlatform
LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
LogTemp:Display: Loaded TP HTML5TargetPlatform
LogTemp:Display: Loaded TP IOSTargetPlatform
LogTemp:Display: Loaded TP TVOSTargetPlatform
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 0.06s 46MB C:/Users/Usuario/AppData/Local/UnrealEngine/4.11/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Usuario/AppData/Local/UnrealEngine/4.11/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file E:/Mis Documentos/Unreal Projects/Test_Room_Lightmass_Bueno Marcos Liebres 02/Test_Room_Lightmass/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 E:/Mis Documentos/Unreal Projects/Test_Room_Lightmass_Bueno Marcos Liebres 02/Test_Room_Lightmass/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/Usuario/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
LogInit: Selected Device Profile: [Windows]
LogContentStreaming: Texture pool size is 0.00 MB
LogMaterial: Uniform references updated for custom material expression Custom.
LogMeshUtilities: No automatic mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
LogMeshUtilities: No distributed automatic mesh merging module available
LogUObjectArray: 27679 objects as part of root set at end of initial load.
LogUObjectAllocator: 5591600 out of 0 bytes used by permanent object pool.
LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogStreaming:Warning: Failed to read file ‘…/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png’ error.
LogSlate: Could not find file for Slate resource: …/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png
LogStreaming:Warning: Failed to read file ‘…/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png’ error.
LogSlate: Could not find file for Slate resource: …/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png
LogStreaming:Warning: Failed to read file ‘…/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png’ error.
LogSlate: Could not find file for Slate resource: …/…/…/Engine/Content/Editor/Slate/Common/Selection_16x.png
LogSubstanceCoreModule: Substance CPU Engine Loaded, Max Texture Size 2048
LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
LogAssetRegistry: FAssetRegistry took 0.0202 seconds to start up
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
LogHMD: Failed to initialize OpenVR with code 110
LogEngine: Initializing Engine…
LogAIModule: Creating AISystem for world NewWorld
LogInit: XAudio2 using ‘Altavoces (Realtek High Definition Audio)’ : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogDerivedDataCache: Saved boot cache 0.03s 46MB C:/Users/Usuario/AppData/Local/UnrealEngine/4.11/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LocalizationService: Info Localization service is disabled
LogCook:Display: Max memory allowance for cook 8192mb
LogCook:Display: Mobile HDR setting 1
LogCook:Display: Done creating registry. It took 0.00s.
LogFileCache: Scanning file cache for directory ‘E:/Mis Documentos/Unreal Projects/Test_Room_Lightmass_Bueno Marcos Liebres 02/Test_Room_Lightmass/Content/’ took 0.02s
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE=“E:/Mis Documentos/Unreal Projects/Test_Room_Lightmass_Bueno Marcos Liebres 02/Test_Room_Lightmass/Content/Lightmass/Lightmass_Try_II.umap” TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogAIModule: Creating AISystem for world Lightmass_Try_II
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 80.619ms to complete.
LogFileHelpers: Loading map ‘Lightmass_Try_II’ took 1.693
LogCollectionManager: Loaded 1 collections in 0.002654 seconds
LogFileCache: Scanning file cache for directory ‘E:/Mis Documentos/Unreal Projects/Test_Room_Lightmass_Bueno Marcos Liebres 02/Test_Room_Lightmass/Saved/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘E:/Mis Documentos/Unreal Projects/Test_Room_Lightmass_Bueno Marcos Liebres 02/Test_Room_Lightmass/Content/Developers/Usuario/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘E:/Mis Documentos/Unreal Projects/Test_Room_Lightmass_Bueno Marcos Liebres 02/Test_Room_Lightmass/Content/Collections/’ took 0.01s
LogCollectionManager: Rebuilt the GUID cache for 1 collections in 0.000005 seconds
LogCollectionManager: Rebuilt the hierarchy cache for 1 collections in 0.000000 seconds
LogContentBrowser: Native class hierarchy populated in 0.0062 seconds. Added 1994 classes and 349 folders.
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset - 0.000 s
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast - 0.000 s
LogContentBrowser: Native class hierarchy updated for ‘GameplayTags’ in 0.0003 seconds. Added 12 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘WidgetCarousel’ in 0.0003 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘SuperSearch’ in 0.0004 seconds. Added 1 classes and 2 folders.
LogContentBrowser: Native class hierarchy updated for ‘AddContentDialog’ in 0.0003 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘SceneOutliner’ in 0.0004 seconds. Added 1 classes and 2 folders.
LogCrashTracker: Crashtracker disabled due to settings.
LogUObjectGlobals:Warning: Failed to find object ‘Class None.’
LogContentBrowser: Native class hierarchy updated for ‘HierarchicalLODOutliner’ in 0.0003 seconds. Added 1 classes and 2 folders.
LogLoad: Full Startup: 8.35 seconds (BP compile: 0.01 seconds)
LogExternalProfiler: Found external profiler: VSPerf
LogExternalProfiler: Using external profiler: VSPerf
LogOcInput: OculusInput pre-init called
LogContentStreaming: Texture pool size now 1000 MB
LogRenderer: Reallocating scene render targets to support 980x560 (Frame:2).
LogAssetRegistry: Asset discovery search completed in 4.5332 seconds
LogCollectionManager: Rebuilt the object cache for 1 collections in 0.000002 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 1 collections in 0.000057 seconds (updated 0 objects)
MainFrameActions: Packaging (Windows (32-bit)): Running AutomationTool…
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: 2016-11-01T17:51:04.5169615Z: Running on WindowsHostPlatform as a 64-bit process.
MainFrameActions: Packaging (Windows (32-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=E:/Mis Documentos/Unreal Projects/Test_Room_Lightmass_Bueno Marcos Liebres 02/Test_Room_Lightmass/Lightmass Liebres.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -pr
MainFrameActions: Packaging (Windows (32-bit)): oject=E:/Mis Documentos/Unreal Projects/Test_Room_Lightmass_Bueno Marcos Liebres 02/Test_Room_Lightmass/Lightmass Liebres.uproject -cook -stage -archive -archivedirectory=C:/Users/Usuario/Desktop/Package -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -prereqs -targetplatform=Win32 -build -CrashRep
orter -utf8output
MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Windows (32-bit)): WindowsPlatform.get_Compiler: WARNING: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that “Common Tools for Visual C++ 2015” was selected when installing Visual Studio 2015.
MainFrameActions: Packaging (Windows (32-bit)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for E:\Mis Documentos\Unreal Projects\Test_Room_Lightmass_Bueno Marcos Liebres 02\Test_Room_Lightmass\Lightmass Liebres.uproject
MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: Messages while compiling C:\Users\Usuario\AppData\Local\Temp\UAT\C+Program+Files+(x86)+Epic+Games+4.11\Rules\UATRules-38031321.dll:
MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: ERROR: e:\Mis Documentos\Unreal Projects\Test_Room_Lightmass_Bueno Marcos Liebres 02\Test_Room_Lightmass\Intermediate\Source\Lightmass Liebres.Target.cs(6,24) : error CS1514: Se esperaba {
MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: ERROR: e:\Mis Documentos\Unreal Projects\Test_Room_Lightmass_Bueno Marcos Liebres 02\Test_Room_Lightmass\Intermediate\Source\Lightmass Liebres.Target.cs(6,38) : error CS1519: El token ‘:’ no es válido en una clase, struct o declaración de miembro de interfaz
MainFrameActions: Packaging (Windows (32-bit)): DynamicCompilation.CompileAssembly: ERROR: e:\Mis Documentos\Unreal Projects\Test_Room_Lightmass_Bueno Marcos Liebres 02\Test_Room_Lightmass\Intermediate\Source\Lightmass Liebres.Target.cs(7,1) : error CS1519: El token ‘{’ no es válido en una clase, struct
MainFrameActions: Packaging (Windows (32-bit)): o declaración de miembro de interfaz
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception: ERROR: UnrealBuildTool encountered an error while compiling source files
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
MainFrameActions: Packaging (Windows (32-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (32-bit)): copying UAT log files…
MainFrameActions: Packaging (Windows (32-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error

I have to travel tomorrow and see a client, if someone could help me with this, should be incredibly nice… thanks in advance boys…

Your project fails to build because of this errors:

My god, this is so hard for me, and what is the fault on this file?..

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;
using System.Collections.Generic;

public class Lightmass LiebresTarget : TargetRules
{
public Lightmass LiebresTarget(TargetInfo Target)
{
Type = TargetType.Game;
}

//
// TargetRules interface.
//

public override void SetupBinaries(
	TargetInfo Target,
	ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
	ref List<string> OutExtraModuleNames
	)
{
    OutExtraModuleNames.Add("UE4Game");
	// this is important - for some reason achievements etc intertwined with the onlinesubsystem and they saved without using a fake OSS. :/
	if (Target.Platform == UnrealTargetPlatform.HTML5)
	{
		OutExtraModuleNames.Add("OnlineSubsystemNull");
	}
}

public override void SetupGlobalEnvironment(
	TargetInfo Target,
	ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
	ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
	)
{
}
public override GUBPProjectOptions GUBP_IncludeProjectInPromotedBuild_EditorTypeOnly(UnrealTargetPlatform HostPlatform)
{
    var Result = new GUBPProjectOptions();
    Result.bTestWithShared = false;
	Result.bIsNonCode = true;
    return Result;
}

public override List<UnrealTargetPlatform> GUBP_GetPlatforms_MonolithicOnly(UnrealTargetPlatform HostPlatform)
{
	List<UnrealTargetPlatform> Platforms = null;

	switch (HostPlatform)
	{
		case UnrealTargetPlatform.Mac:
			Platforms = new List<UnrealTargetPlatform>();
			break;

		case UnrealTargetPlatform.Linux:
			Platforms = new List<UnrealTargetPlatform>();
			break;

		case UnrealTargetPlatform.Win64:
			Platforms = new List<UnrealTargetPlatform>();
			break;

		default:
			Platforms = new List<UnrealTargetPlatform>();
			break;
	}

	return Platforms;
}

public override List<UnrealTargetConfiguration> GUBP_GetConfigs_MonolithicOnly(UnrealTargetPlatform HostPlatform, UnrealTargetPlatform Platform)
{
	return new List<UnrealTargetConfiguration> { UnrealTargetConfiguration.Development, UnrealTargetConfiguration.Shipping, UnrealTargetConfiguration.Test };
}
public override List<GUBPFormalBuild> GUBP_GetConfigsForFormalBuilds_MonolithicOnly(UnrealTargetPlatform HostPlatform)
{
	if (HostPlatform != UnrealTargetPlatform.Mac)
	{
		return new List<GUBPFormalBuild>();			
	}
	else
	{
		return new List<GUBPFormalBuild> 
        { 
            new GUBPFormalBuild(UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Development),
			new GUBPFormalBuild(UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Shipping),
			new GUBPFormalBuild(UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Test, false, true),
        };
	}
}

}

Could someone help me?, why its so hard to packaing something?.. I thought I just done the more difficult and packaging…