Export Failed [WIN 32/64]

Hello,

everytime I try to export my game on Windows 64/32 Bit, this crashlog appears:

"
LogSavePackage: Save=220.18ms
LogSavePackage: Moving ‘…/…/…/…/…/…/Users//Dropbox/Team-Ordner „Sons of Liberty“/SonsOfLiberty_1/Saved/UEDPCThirdPersonExampleMap8FEE3FF74619D276EA5A979686F95BE4.tmp’ to ‘…/…/…/…/…/…/Users//Dropbox/Team-Ordner „Sons of Liberty“/SonsOfLiberty_1/Saved/Autosaves/Game/ThirdPersonBP/Maps/UEDPCThirdPersonExampleMap.umap’
LogSavePackage:Display: Finished SavePackage …/…/…/…/…/…/Users//Dropbox/Team-Ordner „Sons of Liberty“/SonsOfLiberty_1/Saved/Autosaves/Game/ThirdPersonBP/Maps/UEDPCThirdPersonExampleMap.umap
LogEditorTransaction: Undo Spawn Play From Here Start
UATHelper: Packaging (Windows (64-bit)): Running AutomationTool…
UATHelper: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=“C:/Users//Dropbox/Team-Ordner „Sons of Liberty“/SonsOfLiberty_1/SonsOfLiberty_1.uproject” BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=“C:/Users//Dropbox/T
UATHelper: Packaging (Windows (64-bit)): eam-Ordner „Sons of Liberty“/SonsOfLiberty_1/SonsOfLiberty_1.uproject” -cook -stage -archive -archivedirectory=“C:/Users//Desktop/Sons of Liberty” -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
UATHelper: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
UATHelper: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Dropbox\Team-Ordner „Sons of Liberty“\SonsOfLiberty_1\SonsOfLiberty_1.uproject
UATHelper: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Development -remoteini=“C:\Users\Dropbox\Team-Ordner „Sons of Liberty“\SonsOfLiberty_1” -noxge -generatemanifest -NoHotReload
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.
UATHelper: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0,8027709s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files (x86)\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Development -rem
UATHelper: Packaging (Windows (64-bit)): oteini=“C:\Users\Dropbox\Team-Ordner „Sons of Liberty“\SonsOfLiberty_1” -noxge -generatemanifest -NoHotReload. See logfile for details: ‘UnrealBuildTool-2016.11.18-21.42.19.txt’
UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback) UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars) UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary2 EnvVars)
UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1 InChangelistNumberOverride, Dicti
onary2 InTargetToManifest) UATHelper: Packaging (Windows (64-bit)): bei Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) UATHelper: Packaging (Windows (64-bit)): bei BuildCookRun.DoBuildCookRun(ProjectParams Params) UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.BuildCommand.Execute() UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.Automation.Process(String] Arguments) UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.Program.MainProc(Object Param) UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
UATHelper: Packaging (Windows (64-bit)): bei AutomationTool.Program.Main()
UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error
"

Heeelp me pls

I have no experience in packing, but the first thing i would try, use a project name without „“ characters.

Actually my project name is “Sons of Liberty” - without " (bunnies). ^^

this forum thread is for feedback, you should go here for a problem like this:
https://answers.unrealengine.com/

would probably get answered quicker

always include as much info as you can like what you’re trying to do
I presume you are trying to package for distribution here but not sure

& always remember it’s usually something we forget to do or missed while following the guidelines, it’s usually not the engine’s fault.

that also looks like an awfully long directory not sure that’s your problem but go back thru & rebuild everything and redo your packaging steps and see if you missed something is best advice.
(besides advising to post in the answer hub) good luck

Thank you ayretek!

hey np

we’re all in this together