Frist Time user: 4.24.3 Unable to package

Hi guys, I’ve just been working with UE 4.24.3 for about a month, I’m now trying to package my first project but I still get the same error being promted over and over again, even though I’ve tried a few workarounds.
The Output Log shows this:

UATHelper: Packaging (Windows (64-bit)): Running: C:\Program Files\Epic Games\UE_4.24\Engine\Binaries\DotNET\UnrealBuildTool.exe Prueba_Iluminacion Win64 Development -Project=C:\GOTOGETHER\2020\DDB\REINVENCIÓN\MyProject\Prueba_Iluminacion.uproject -Clean -NoHotReload C:\GOTOGETHER\2020\DDB\REINVENCIÓN\MyProject\Prueba_Iluminacion.uproject -NoUBTMakefiles -r
emoteini=“C:\GOTOGETHER\2020\DDB\REINVENCIÓN\MyProject” -skipdeploy -nobuilduht -log=“C:\Users\diego.jimenez\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.24\UBT-Prueba_Iluminacion-Win64-Development.txt”
UATHelper: Packaging (Windows (64-bit)): Cleaning Prueba_Iluminacion binaries…
UATHelper: Packaging (Windows (64-bit)): WARNING: Trying to build an enterprise target but the enterprise directory is missing. Falling back on engine components only.
PackagingResults: Warning: Trying to build an enterprise target but the enterprise directory is missing. Falling back on engine components only.
UATHelper: Packaging (Windows (64-bit)): Took 1,2788675s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Packaging (Windows (64-bit)): Running: C:\Program Files\Epic Games\UE_4.24\Engine\Binaries\DotNET\UnrealBuildTool.exe Prueba_Iluminacion Win64 Development -Project=C:\GOTOGETHER\2020\DDB\REINVENCIÓN\MyProject\Prueba_Iluminacion.uproject C:\GOTOGETHER\2020\DDB\REINVENCIÓN\MyProject\Prueba_Iluminacion.uproject -NoUBTMakefiles -remoteini=“C:\GOTOGE
THER\2020\DDB\REINVENCIÓN\MyProject” -skipdeploy -Manifest=C:\GOTOGETHER\2020\DDB\REINVENCIÓN\MyProject\Intermediate\Build\Manifest.xml -NoHotReload -log=“C:\Users\diego.jimenez\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.24\UBT-Prueba_Iluminacion-Win64-Development_2.txt”
UATHelper: Packaging (Windows (64-bit)): WARNING: Trying to build an enterprise target but the enterprise directory is missing. Falling back on engine components only.
PackagingResults: Warning: Trying to build an enterprise target but the enterprise directory is missing. Falling back on engine components only.
UATHelper: Packaging (Windows (64-bit)): Parsing headers for Prueba_Iluminacion
UATHelper: Packaging (Windows (64-bit)): Running UnrealHeaderTool “C:\GOTOGETHER\2020\DDB\REINVENCIÓN\MyProject\Prueba_Iluminacion.uproject” “C:\GOTOGETHER\2020\DDB\REINVENCIÓN\MyProject\Intermediate\Build\Win64\Prueba_Iluminacion\Development\Prueba_Iluminacion.uhtmanifest” -LogCmds=“loginit warning, logexit warning, logdatabase error” -Unattended -Warni
ngsAsErrors -installed
UATHelper: Packaging (Windows (64-bit)): Reflection code generated for Prueba_Iluminacion in 6,9254904 seconds
UATHelper: Packaging (Windows (64-bit)): Writing manifest to C:\GOTOGETHER\2020\DDB\REINVENCIÓN\MyProject\Intermediate\Build\Manifest.xml
UATHelper: Packaging (Windows (64-bit)): Building Prueba_Iluminacion…
UATHelper: Packaging (Windows (64-bit)): Using Visual Studio 2017 14.16.27041 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
UATHelper: Packaging (Windows (64-bit)): [Upgrade]
UATHelper: Packaging (Windows (64-bit)): [Upgrade] Using backward-compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes:
UATHelper: Packaging (Windows (64-bit)): [Upgrade] bLegacyPublicIncludePaths = false => Omits subfolders from public include paths to reduce compiler command line length. (Previously: true).
UATHelper: Packaging (Windows (64-bit)): [Upgrade] ShadowVariableWarningLevel = WarningLevel.Error => Treats shadowed variable warnings as errors. (Previously: WarningLevel.Warning).
UATHelper: Packaging (Windows (64-bit)): [Upgrade] PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs => Set in build.cs files to enables IWYU-style PCH model. See IWYU | Unreal Engine Documentation. (Previously: PCHUsageMode.UseSharedPCHs).
UATHelper: Packaging (Windows (64-bit)): [Upgrade] Suppress this message by setting ‘DefaultBuildSettings = BuildSettingsVersion.V2;’ in Prueba_Iluminacion.Target.cs, and explicitly overriding settings that differ from the new defaults.
UATHelper: Packaging (Windows (64-bit)): [Upgrade]
UATHelper: Packaging (Windows (64-bit)): Building 5 actions with 16 processes…
UATHelper: Packaging (Windows (64-bit)): [1/5] Default.rc2
UATHelper: Packaging (Windows (64-bit)): C:\Program Files\Epic Games\UE_4.24\Engine\Build\Windows\Resources\Default.rc2(95) : error RC2175 : resource file C:\GOTOGETHER\2020\DDB\REINVENCI�N\MyProject\Build\Windows\Application.ico is not in 3.00 format
UATHelper: Packaging (Windows (64-bit)):
UATHelper: Packaging (Windows (64-bit)): [2/5] SharedPCH.Core.cpp
UATHelper: Packaging (Windows (64-bit)): c1xx: fatal error C1083: No se puede abrir el archivo intermedio para compilador: ‘C:\GOTOGETHER\2020\DDB\REINVENCI�"N\MyProject\Intermediate\Build\Win64\Prueba_Iluminacion\Development\Core\SharedPCH.Core.h.pch’: No such file or directory
UATHelper: Packaging (Windows (64-bit)): Took 20,6086205s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\diego.jimenez\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.24\UBT-Prueba_Iluminacion-Win64-Development_2.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED

RC2175
fix icon ?

c1083
check if you
did you rename or delete any files or folders?
is folder path too long?
make a full backup
then remove all temporary files, **IDE files, make **files then generate project files again. Open the project (if you cant see the log in save) and try again to cook

Thanks Sam!
I cloned the project to a new folder, deleted al temporary files, created a new C++ class to link UE 4.25 to MS Visual Studio 2019, and then it worked!