i cant build after converting dx12 to dx11

ive converted a very basic project from dx12 to dx11 via the build options in windows, this is a cloned project from another the only thing changed is i wanna convert dx12 to dx11 for better performance heres the output log LogUObjectHash: Compacting FUObjectHashTables data took 1.52ms LogTurnkeySupport: Project requires temp target (AnimationWarping plugin is enabled) LogLauncherProfile: Unable to use promoted target - ../../../../../../Users/MaxiKittiUE5/Documents/Unreal Projects/Test03/Binaries/Win64/UnrealGame.target does not exist. LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ""C:/Program Files/Epic Games/UE_5.3/Engine/Build/BatchFiles/RunUAT.bat" -ScriptsForProject="C:/Users/MaxiKittiUE5/Documents/Unreal Projects/Test03/Test03.uproject" Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=50044 -project="C:/Users/MaxiKittiUE5/Documents/Unreal Projects/Test03/Test03.uproject" BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project="C:/Users/MaxiKittiUE5/Documents/Unreal Projects/Test03/Test03.uproject" -unrealexe="C:\Program Files\Epic Games\UE_5.3\En gine\Binaries\Win64\UnrealEditor-Cmd.exe" -platform=Win64 -installed -stage -archive -package -build -pak -iostore -compressed -prereqs -archivedirectory="C:/Users/MaxiKittiUE5/Documents/Unreal Projects/VelocityXBuilds/0.0.5.3" -nodebuginfo" -nocompile -nocompileuat ] UATHelper: Packaging (Windows): Running AutomationTool... UATHelper: Packaging (Windows): Using bundled DotNet SDK version: 6.0.302 UATHelper: Packaging (Windows): Starting AutomationTool... UATHelper: Packaging (Windows): Parsing command line: -ScriptsForProject="C:/Users/MaxiKittiUE5/Documents/Unreal Projects/Test03/Test03.uproject" Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=50044 -project="C:/Users/MaxiKittiUE5/Documents/Unreal Projects/Test03/Test03.uproject" BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project="C:/Users/MaxiKittiUE5/Documents/Unreal Projects/Test03/Test03.uproject" -unrealexe="C:\Program Files\Epic Games\UE_5.3\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -platform=Win64 -installed -stage -arch ive -package -build -pak -iostore -compressed -prereqs -archivedirectory="C:/Users/MaxiKittiUE5/Documents/Unreal Projects/VelocityXBuilds/0.0.5.3" -nodebuginfo -nocompile -nocompileuat UATHelper: Packaging (Windows): Initializing script modules... UATHelper: Packaging (Windows): Total script module initialization time: 0.24 s. UATHelper: Packaging (Windows): Executing commands... UATHelper: Packaging (Windows): Installed Sdk validity: UATHelper: Packaging (Windows): Win64: (Status=Valid, MinAllowed_Sdk=10.0.00000.0, MaxAllowed_Sdk=10.9.99999.0, Current_Sdk=10.0.18362.0, Allowed_AutoSdk=10.0.18362.0, Current_AutoSdk=, Flags="InstalledSdk_ValidVersionExists, Sdk_HasBestVersion") UATHelper: Packaging (Windows): Scanning for envvar changes... UATHelper: Packaging (Windows): ... done! UATHelper: Packaging (Windows): Cleaning Temp Paths... UATHelper: Packaging (Windows): BUILD SUCCESSFUL UATHelper: Packaging (Windows): Setting up ProjectParams for C:\Users\MaxiKittiUE5\Documents\Unreal Projects\Test03\Test03.uproject UATHelper: Packaging (Windows): Project contains multiple Game targets (Test02, Test03) but no DefaultGameTarget is set in the [/Script/BuildSettings.BuildSettings] section of DefaultEngine.ini UATHelper: Packaging (Windows): (see C:\Users\MaxiKittiUE5\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\Log.txt for full exception trace) UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 2s UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=1 (Error_Unknown) UATHelper: Packaging (Windows): BUILD FAILED PackagingResults: Error: Unknown Error

Nevermind i jumped the gun opening a post the solution is here, reminder to everyone including myself when cloning a project and changing the name in ue 5.3.2 delete the old name like it says in this post Build/Cook crashing with error "multiple editor targets but no default" - #7 by codemin110