Failed to Find Value when Parsing

I’m trying to launch project directly to my Android device (samsung galaxy s7), and I got this error:

LogPlayLevel: Application display name is different than last build, forcing repackage.
LogPlayLevel: UPL Init: armeabi-v7a
LogPlayLevel: Android Permission Plugin Init
LogPlayLevel: Google Cloud Messaging init
LogPlayLevel: ERROR: UnrealBuildTool.ConfigCacheIni_UPL+IniParsingException: Failed to find value when parsing C:\Program Files\Epic Games\UE_4.19\Engine\Config\BaseEngine.ini, line 1931: ------
LogPlayLevel: at UnrealBuildTool.ConfigCacheIni_UPL.ParseKeyValuePair(String TrimmedLine, FileReference Filename, Int32 LineIndex, String& Key, String& Value)
LogPlayLevel: at UnrealBuildTool.ConfigCacheIni_UPL.ParseIniFile(FileReference Filename)
LogPlayLevel: at UnrealBuildTool.ConfigCacheIni_UPL.Init(UnrealTargetPlatform Platform, String BaseIniName, DirectoryReference ProjectDirectory, DirectoryReference EngineDirectory, Boolean EngineOnly, ConfigCacheIni_UPL BaseCache)
LogPlayLevel: at UnrealBuildTool.ConfigCacheIni_UPL…ctor(UnrealTargetPlatform Platform, String BaseIniName, DirectoryReference ProjectDirectory, DirectoryReference EngineDirectory, Boolean EngineOnly, ConfigCacheIni_UPL BaseCache)
LogPlayLevel: at UnrealBuildTool.ConfigCacheIni_UPL.CreateConfigCacheIni_UPL(UnrealTargetPlatform Platform, String BaseIniName, DirectoryReference ProjectDirectory, DirectoryReference EngineDirectory)
LogPlayLevel: at UnrealBuildTool.UnrealPluginLanguage.GetConfigCacheIni_UPL(String baseIniName)
LogPlayLevel: at UnrealBuildTool.UnrealPluginLanguage.ProcessPluginNode(String Architecture, String NodeName, String Input, XDocument& XMLWork)
LogPlayLevel: at UnrealBuildTool.UnrealPluginLanguage.ProcessPluginNode(String Architecture, String NodeName, String Input)
LogPlayLevel: at UnrealBuildTool.UnrealPluginLanguage.Init(List1 Architectures, Boolean bDistribution, String EngineDirectory, String BuildDirectory, String ProjectDirectory, String Configuration) LogPlayLevel: at UnrealBuildTool.UEDeployAndroid.MakeApk(AndroidToolChain ToolChain, String ProjectName, String ProjectDirectory, String OutputPath, String EngineDirectory, Boolean bForDistribution, String CookFlavor, Boolean bMakeSeparateApks, Boolean bIncrementalPackage, Boolean bDisallowPackagingDataInApk, Boolean bDisallowExternalFilesDir) LogPlayLevel: at UnrealBuildTool.UEDeployAndroid.PrepForUATPackageOrDeploy(FileReference ProjectFile, String ProjectName, DirectoryReference ProjectDirectory, String ExecutablePath, String EngineDirectory, Boolean bForDistribution, String CookFlavor, Boolean bIsDataDeploy) LogPlayLevel: at AndroidPlatform.Deploy(ProjectParams Params, DeploymentContext SC) LogPlayLevel: at Project.Deploy(ProjectParams Params) LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params) LogPlayLevel: at BuildCookRun.ExecuteBuild() LogPlayLevel: at AutomationTool.BuildCommand.Execute() LogPlayLevel: at AutomationTool.Automation.Execute(List1 CommandsToExecute, Dictionary2 Commands) LogPlayLevel: at AutomationTool.Automation.Process(String[] Arguments) LogPlayLevel: at AutomationTool.Program.MainProc(Object Param) LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
LogPlayLevel: at AutomationTool.Program.Main()
LogPlayLevel: (see C:\Users\lukman\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.19\UAT_Log.txt for full exception trace)
LogPlayLevel: AutomationTool exiting with ExitCode=1 (Error_Unknown)
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 3.010130
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Unknown Error

SOLVED! Try to reinstall unreal engine, now its run smoothy