How to package a C++ project? + other questions

Hi everyone,

Been scrambling my brain trying to figure out why my project does not package to Windows Platform successfully, I have tried the Unreal 4 Engine program, I click Package to Windows 64bit Platform, pick a folder, leave it alone for awhile and when I come back I have no WindowsNoEditor folder to launch from.

I was also wondering, if you import/migrate the content examples project will that overwrite the existing blueprints/other folders you had previously or add on to it?

Here is some of the log from trying to package my project, I have also tried Build > Project Only in Visual Studio but I have been unsuccessful (It seems to be rebuilding the whole engine?):

1>------ Build started: Project: Sample, Configuration: Development_Game x64 ------
1>  Building UnrealHeaderTool...
1>  Target is up to date.
1>  Parsing headers for Sample
1>  Reflection code generation finished for Sample and took 11.446
1>  Performing 170 actions (max 2 parallel jobs)
1>  PCH.Engine.EnginePrivate.h.cpp
1>  PCH.Shared.CoreUObject.h.cpp
1>  PCH.Shared.Core.h.cpp
1>  PCH.Shared.Engine.h.cpp
1>  PCH.Sample.Sample.h.cpp
1>  PCH.SampleRuntime.SampleRuntime.h.cpp
1>  Module.WindowsMoviePlayer.cpp
1>  Module.ScriptPlugin.cpp
1>  Module.SampleRuntime.cpp
1>  SampleRuntime.generated.cpp
1>  Module.Paper2D.cpp
1>  Module.OculusRift.cpp
1>  Paper2D.generated.cpp
1>  ScriptPlugin.generated.cpp
1>  Module.CableComponent.cpp
1>  Module.CustomMeshComponent.cpp
1>  CableComponent.generated.cpp
1>  CustomMeshComponent.generated.cpp
1>  Module.ExampleDeviceProfileSelector.cpp
1>  Module.SlateRemote.cpp
1>  SlateRemote.generated.cpp
1>  Module.UdpMessaging.cpp
1>  UdpMessaging.generated.cpp
1>  PCH.UELinkerFixups.UELinkerFixupsName.h.cpp
1>  Engine.generated.cpp
1>  Module.Engine.23_of_30.cpp
1>  Module.Engine.6_of_30.cpp
1>  Module.UMG.cpp
1>  Module.Engine.13_of_30.cpp
1>  UMG.generated.cpp
1>  Module.Launch.cpp
1>  Module.Engine.21_of_30.cpp
1>  Module.Engine.17_of_30.cpp
1>  Module.Engine.5_of_30.cpp
1>  Module.Engine.7_of_30.cpp
1>  Module.Engine.10_of_30.cpp
1>  Module.Engine.16_of_30.cpp
1>  Module.Engine.29_of_30.cpp
1>  Module.Engine.8_of_30.cpp
1>  Module.Engine.11_of_30.cpp
1>  Module.SlateRHIRenderer.cpp
1>  Module.GameLiveStreaming.cpp
1>  Module.MoviePlayer.cpp
1>  Module.Engine.15_of_30.cpp
1>  Module.StreamingPauseRendering.cpp
1>  MoviePlayer.generated.cpp
1>  Module.Engine.3_of_30.cpp
1>  Module.Engine.2_of_30.cpp
1>  Module.Engine.30_of_30.cpp
1>  Module.Engine.20_of_30.cpp
1>  Module.OnlineSubsystemUtils.cpp
1>  Module.Engine.26_of_30.cpp
1>  Module.Renderer.5_of_6.cpp
1>  Module.Renderer.4_of_6.cpp
1>  Module.MovieSceneCoreTypes.cpp
1>  Module.Renderer.2_of_6.cpp
1>  OnlineSubsystemUtils.generated.cpp
1>  Module.Renderer.3_of_6.cpp
1>  Module.Renderer.1_of_6.cpp
1>  Module.Renderer.6_of_6.cpp
1>  Module.Engine.9_of_30.cpp


This piece of log only demonstrates the beginning of the packaging. Are you sure compilation and content cooking was complete? It might take quite a while, depending on the machine specs and build configuration. Please, post like ~30 latest lines from the packaging log.

Thanks for your reply, this is what the end of the code looks like before Unreal 4 crashes:

MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=25
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): AutomationToolLauncher exiting with ExitCode=25
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED h-fv