Launcher and Packager dosen't work

Hey.
I made 20 of games and can’t package one of those. When i create a new project I can’t Launch or Package the game.
I installed all new versions of the Engine and the problem is always the same. “Build Failed”

LogPlayLevel: Launcher Device ID: WindowsNoEditor@KLAUSPC
LogPlayLevel: PlayLevel: No blueprints needed recompiling
LogCook:Display: Sandbox cleanup took 0.772 seconds
LogCook:Display: Cooking /Game/StarterContent/Maps/Minimal_Default → D:/Eigene Dateien/Documents/Unreal Projects/MyProject/Saved/Cooked/WindowsNoEditor/MyProject/Content/StarterContent/Maps/Minimal_Default.umap
LogSavePackage: Save=56.81ms
LogSavePackage: Async saving from memory to ‘D:/Eigene Dateien/Documents/Unreal Projects/MyProject/Saved/Cooked/WindowsNoEditor/MyProject/Content/StarterContent/Maps/Minimal_Default.umap’
LogSavePackage:Display: Finished SavePackage D:/Eigene Dateien/Documents/Unreal Projects/MyProject/Saved/Cooked/WindowsNoEditor/MyProject/Content/StarterContent/Maps/Minimal_Default.umap
LogCook:Display: String asset reference resolve tried 1 did 0
LogRedirectors:Display: Timer ResolveTimeLoad 0.000000
LogRedirectors:Display: Timer ResolveTimeDelegate 0.000000
LogRedirectors:Display: Timer ResolveTimeTotal 0.000869
LogBlueprintCodeGen: GenerateStubs - all unconverted bp: 0, generated wrapers: 0
LogChunkManifestGenerator: Updated collection PackagesRemovedFromChunk0
LogChunkManifestGenerator: Chunk: 0, Started with 491 packages, Final after dependency resolve: 491
LogChunkManifestGenerator:Display: Saving asset registry.
LogChunkManifestGenerator:Display: Generated asset registry num assets 356, size is 162.20kb
LogChunkManifestGenerator:Display: Done saving asset registry.
LogCook:Display: Cook by the book total time in tick 0.090270s total time 1.578038
LogCook:Display: Peak Used virtual 1481 Peak Used phsical 1191
LogCook:Display: Hierarchy timer information
Name: Length(ms)Root: 0.000000ms
GenerateLongPackageName: 0.058126ms
TickCookOnTheSide: 90.250120ms
ShouldCook: 0.000309ms
CallBeginCacheForCookedPlatformData: 20.431750ms
UnsolicitedMarkup: 0.134490ms
GetObjectsWithOuter: 0.046995ms
GeneratePackageNames: 0.077914ms
UnsolicitedPackageAlreadyCooked: 0.059363ms
PackageCast: 0.008039ms
FullGCAssetsContains: 0.004638ms
AddUnassignedPackageToManifest: 0.000000ms
GetCachedName: 0.013605ms
AddToPackageList: 0.008658ms
SavingPackages: 69.621425ms
SaveCookedPackage: 69.612149ms
ResolveRedirectors: 0.007421ms
LoadPackage: 0.003710ms
GEditorSavePackage: 69.512591ms
SavingAssetRegistry: 93.688492ms
IntStats
LoadPackage=19
SavedPackage=360
LogPlayLevel: Completed Launch On Stage: Cooking in the editor, Time: 0.000039
LogPlayLevel: Running AutomationTool…
LogPlayLevel: Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=“D:/Eigene Dateien/Documents/Unreal Projects/MyProject/MyProject.uproject” BuildCookRun -project=“D:/Eigene Dateien/Documents/Unreal Projects/MyProject/MyProject.uproject” -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe
=UE4Editor-Cmd.exe -utf8output -platform=Win64 -targetplatform=Win64 -build -map=/Game/StarterContent/Maps/Minimal_Default -skipcook -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline="/Game/StarterContent/Maps/Minimal_Default -Messaging" -device=WindowsNoEditor@KLAUSPC -addcmdline="-SessionId=1C5D3DBC44E8E9A1236C738A629DAF67 -SessionOwne
r=‘Klaus’ -SessionName=‘Launch On Device’ " -run
LogPlayLevel: Automation.Process: Setting up command environment.
LogPlayLevel: WindowsPlatform.get_Compiler: WARNING: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that “Common Tools for Visual C++ 2015” was selected when installing Visual Studio 2015.
LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for D:\Eigene Dateien\Documents\Unreal Projects\MyProject\MyProject.uproject
LogPlayLevel: Project.Build: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 0.751621
LogPlayLevel: CommandUtils.Run: Run: D:\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject Win64 Development -Project=“D:\Eigene Dateien\Documents\Unreal Projects\MyProject\MyProject.uproject” “D:\Eigene Dateien\Documents\Unreal Projects\MyProject\MyProject.uproject” -remoteini=“D:\Eigene Dateien\Documents\Unreal Projects\MyProject” -noxg
e -generatemanifest -NoHotReload
LogPlayLevel: UnrealBuildTool: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that “Common Tools for Visual C++ 2015” was selected when installing Visual Studio 2015.
LogPlayLevel: CommandUtils.Run: Run: Took 0,7705188s to run UnrealBuildTool.exe, ExitCode=0
LogPlayLevel: CommandUtils.Run: Run: D:\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject Win64 Development -Project=“D:\Eigene Dateien\Documents\Unreal Projects\MyProject\MyProject.uproject” “D:\Eigene Dateien\Documents\Unreal Projects\MyProject\MyProject.uproject” -remoteini=“D:\Eigene Dateien\Documents\Unreal Projects\MyProject” -noxg
e -NoHotReload -ignorejunk
LogPlayLevel: UnrealBuildTool: Creating makefile for MyProject (no existing makefile)
LogPlayLevel: UnrealBuildTool: Performing full C++ include scan (no include cache file)
LogPlayLevel: UnrealBuildTool: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that “Common Tools for Visual C++ 2015” was selected when installing Visual Studio 2015.
LogPlayLevel: UnrealBuildTool: ERROR: Windows SDK v8.1 must be installed in order to build this target.
LogPlayLevel: CommandUtils.Run: Run: Took 2,0233355s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): D:\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject Win64 Development -Project=“D:\Eigene Dateien\Documents\Unreal Projects\MyProject\MyProject.uproject” “D:\Eigene Dateien\Documents
Unreal Projects\MyProject\MyProject.uproject” -remoteini=“D:\Eigene Dateien\Documents\Unreal Projects\MyProject” -noxge -NoHotReload -ignorejunk. See logfile for details: ‘UnrealBuildTool-2016.09.28-17.52.09.txt’
LogPlayLevel: bei AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback) LogPlayLevel: bei AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
LogPlayLevel: bei AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars) LogPlayLevel: bei AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary2 EnvVars)
LogPlayLevel: bei AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) LogPlayLevel: bei AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1 InChangelistNumberOverride, Dictionary2 InTargetToManifest) LogPlayLevel: bei Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) LogPlayLevel: bei BuildCookRun.DoBuildCookRun(ProjectParams Params) LogPlayLevel: bei AutomationTool.BuildCommand.Execute() LogPlayLevel: bei AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) LogPlayLevel: bei AutomationTool.Automation.Process(String] Arguments) LogPlayLevel: bei AutomationTool.Program.MainProc(Object Param) LogPlayLevel: bei AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
LogPlayLevel: bei AutomationTool.Program.Main()
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=5 (5)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 2.252418
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Error