I can't export any projects as a exe

I can’t export any projects as an exe I did try deleting the Unreal Engine local file and download the Windows SDK But nothing worked. Is this a Bug?

I’m using UE5.2.1
OS: Windows 11

(Windows): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows): Running: C:\Program Files\Epic Games\UE_5.2\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe “C:\Program Files\Epic Games\UE_5.2\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” Fall Win64 Shipping -Project=“C:\Users\froze\OneDrive\Documents\Unreal Projects\Fall\Fall.uproject” “C:\Users\froze\OneDrive\Documents\Unreal Projects\Fall\Fall.uproject” -NoUBTMakefiles -remoteini=“C:\Users\froze\OneDrive\Documents\Unreal Projects\Fall” -skipdeploy -Manifest=“C:\Users\froze\OneDrive\Documents\Unreal Projects\Fall\Intermediate\Build\Manifest.xm
l” -NoHotReload -log=“C:\Users\froze\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.2\UBT-Fall-Win64-Shipping.txt”
UATHelper: Packaging (Windows): Log file: C:\Users\froze\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.2\UBT-Fall-Win64-Shipping.txt
UATHelper: Packaging (Windows): Expecting to find a type to be declared in a module rules named ‘SettingsWidgetConstructor’ in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the ‘ModuleRules’ type defined by Unreal Build Tool.
UATHelper: Packaging (Windows): Took 1.5020748000000002s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\froze\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.2\UBT-Fall-Win64-Shipping.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 4s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error
LogUObjectHash: Compacting FUObjectHashTables data took 0.58ms
LogTurnkeySupport: Project requires temp target (Landmass plugin is enabled)
LogLauncherProfile: Unable to use promoted target - …/…/…/…/…/…/Users/froze/OneDrive/Documents/Unreal Projects/Fall/Binaries/Win64/UnrealGame-Win64-Shipping.target does not exist.
LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ““C:/Program Files/Epic Games/UE_5.2/Engine/Build/BatchFiles/RunUAT.bat” -ScriptsForProject=“C:/Users/froze/OneDrive/Documents/Unreal Projects/Fall/Fall.uproject” Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=51181 -project=“C:/Users/froze/OneDrive/Documents/Unreal Projects/Fall/Fall.uproject” BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=“C:/Users/froze/OneDrive/Documents/Unreal Projects/Fall/Fall.uproject” -unrealexe=“C:\Program Files\Epic Games\UE_5.2\Engine\B
inaries\Win64\UnrealEditor-Cmd.exe” -platform=Win64 -installed -stage -archive -package -build -pak -iostore -compressed -prereqs -archivedirectory=“C:/Users/froze/OneDrive/Desktop/Stuff/New folder” -clientconfig=Development” -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/froze/OneDrive/Documents/Unreal Projects/Fall/Fall.uproject” Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=51181 -project=“C:/Users/froze/OneDrive/Documents/Unreal Projects/Fall/Fall.uproject” BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=“C:/Users/froze/OneDrive/Documents/Unreal Projects/Fall/Fall.uproject” -unrealexe=“C:\Program Files\Epic Games\UE_5.2\Engine\Binaries\Win64\UnrealEditor-Cmd.exe” -platform=Win64 -installed -stage -archive -p
ackage -build -pak -iostore -compressed -prereqs -archivedirectory=“C:/Users/froze/OneDrive/Desktop/Stuff/New folder” -clientconfig=Development -nocompile -nocompileuat
UATHelper: Packaging (Windows): Initializing script modules…
UATHelper: Packaging (Windows): Total script module initialization time: 0.33 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=10.0.22621.0, Allowed_AutoSdk=10.0.18362.0, Current_AutoSdk=, Flags=“InstalledSdk_ValidVersionExists”)
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\froze\OneDrive\Documents\Unreal Projects\Fall\Fall.uproject
UATHelper: Packaging (Windows): Fall.uproject requires a temporary target.cs to be generated (Landmass plugin is enabled)
UATHelper: Packaging (Windows): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows): Running: C:\Program Files\Epic Games\UE_5.2\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe “C:\Program Files\Epic Games\UE_5.2\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” Fall Win64 Development -Project=“C:\Users\froze\OneDrive\Documents\Unreal Projects\Fall\Fall.uproject” “C:\Users\froze\OneDrive\Documents\Unreal Projects\Fall\Fall.uproject” -NoUBTMakefiles -remoteini=“C:\Users\froze\OneDrive\Documents\Unreal Projects\Fall” -skipdeploy -Manifest=“C:\Users\froze\OneDrive\Documents\Unreal Projects\Fall\Intermediate\Build\Manifest
.xml” -NoHotReload -log=“C:\Users\froze\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.2\UBT-Fall-Win64-Development.txt”
UATHelper: Packaging (Windows): Log file: C:\Users\froze\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.2\UBT-Fall-Win64-Development.txt
UATHelper: Packaging (Windows): Expecting to find a type to be declared in a module rules named ‘SettingsWidgetConstructor’ in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the ‘ModuleRules’ type defined by Unreal Build Tool.
UATHelper: Packaging (Windows): Took 1.4712183s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\froze\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.2\UBT-Fall-Win64-Development.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 4s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error

Hey there @xXHDGamer360Xx! This error looks like it’s related to a plugin module.

I found a thread that contained a workaround for a similar issue here:

That said I would recommend backing up your project before attempting these workarounds, as there are a couple of options in that post.

I deleted the SettingsWidgetConstructor and made sure it was off but
PackagingResults: Error: Cook failed.
PackagingResults: Error: Unknown Cook Failure

Build Fail.txt (1.7 MB)

it says something about the Landscape CollisionComponentRef

It’s fixed

Oh fantastic, I just got back in office. Did the thread hold the solution or did you need to correct a landscape issue?

I had to add the map to the “list of maps to include a packaged Build”.
And I also deleted some assets too.

Thank you for Helping.

1 Like

which types of asset you deleted from file?