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New error that i'm completely lost on

About 2 weeks ago my project packaged just fine.
I did some rearrangements on UI layout, optimized some textures I had imported and cleaned up some unneeded parts of BP that was already being handled.

I have not touched the .ini file, changed anything in the project settings/plugins, or made any major movements of assets.
Redirects are all fixed.
Project builds fine and runs in editor fine.
Yet I can’t even get a package started for this error:

And (sorry these will be long since i’m not sure how create a scroll box on these forums) the logs

Log.txt




Automation.ParseCommandLine: Parsing command line: -ScriptsForProject="C:/Users/joshc/OneDrive/Documents/Unreal Projects/MageHunter/MageHunter.uproject" BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project="C:/Users/joshc/OneDrive/Documents/Unreal Projects/MageHunter/MageHunter.uproject" -cook -stage -archive -archivedirectory=C:/Users/joshc/OneDrive/PackageFolder -package -clientconfig=Shipping -ue4exe="C:\Program Files\Epic Games\UE_4.22\Engine\Binaries\Win64\UE4Editor-Cmd.exe" -clean -compressed -SkipCookingEditorContent -pak -prereqs -applocaldirectory=$(EngineDir)/Binaries/ThirdParty/AppLocalDependencies -distribution -nodebuginfo -targetplatform=Android -cookflavor=ASTC -build -utf8output
Automation.Process: Setting up command environment.
InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\UE_4.22\Engine\Binaries\DotNET\AutomationTool.exe=True
InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=
CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Epic Games/UE_4.22/Engine/Programs/AutomationTool/Saved
InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/UE_4.22/Engine/Programs/AutomationTool/Saved
InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_CSVFile=
InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=
InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/UE_4.22
CommandUtils.SetEnvVar: SetEnvVar uebp_LogFolder=C:/Users/joshc/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+UE_4.22
InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\joshc\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\Log.txt
InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\joshc\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\UBT-MageHunter-Android-Shipping.txt
InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_FinalLogFolder=
CommandUtils.SetEnvVar: SetEnvVar uebp_FinalLogFolder=C:/Users/joshc/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+UE_4.22
InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\system32\robocopy.exe=True
InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\system32\mount.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\Sysnative\mount.exe=False
InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\system32\cmd.exe=True
CommandUtils.SetEnvVar: SetEnvVar MallocNanoZone=0
InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_UATChildInstance=0
WindowsPlatform.FindVSInstallDirs: Found Visual Studio installation: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community (Product=Microsoft.VisualStudio.Product.Community, Version=15.9.28307.145, Sort=0)
AndroidPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.AndroidPlatformSDK using manually installed SDK -22
IOSPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.IOSPlatformSDK has no valid SDK
HTML5PlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.HTML5PlatformSDK using manually installed SDK
LinuxPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.LinuxPlatformSDK has no valid SDK
WindowsPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.WindowsPlatformSDK using manually installed SDK
InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\joshc\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+UE_4.22\Rules\UATRules673332194.dll
InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\joshc\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+UE_4.22\Rules\UATRules673332194.pdb
InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\joshc\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+UE_4.22\Rules\UATRules673332194SourceFiles.txt
InternalUtils.SafeFileExists: SafeFileExists C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter\MageHunter.uproject=True
InternalUtils.SafeFileExists: SafeFileExists C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter\MageHunter.uproject=True
BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter\MageHunter.uproject
ProjectUtils.RequiresTempTarget: MageHunter.uproject requires a temporary target.cs to be generated (Paper2D plugin is disabled)
InternalUtils.SafeFileExists: SafeFileExists C:\Users\joshc\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+UE_4.22\Rules\UATRules673332194.dll=False
DynamicCompilation.RequiresCompilation: Compiling C:\Users\joshc\AppData\Local\Temp\UAT\C+Program+Files+Epic+Games+UE_4.22\Rules\UATRules673332194.dll: Assembly does not exist
ProjectParams.ValidateAndLog: Project Params **************
ProjectParams.ValidateAndLog: AdditionalServerMapParams=
ProjectParams.ValidateAndLog: Archive=True
ProjectParams.ValidateAndLog: ArchiveMetaData=False
ProjectParams.ValidateAndLog: CreateAppBundle=True
ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\joshc\OneDrive\PackageFolder
ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter\Saved\StagedBuilds
ProjectParams.ValidateAndLog: Build=True
ProjectParams.ValidateAndLog: SkipBuildClient=False
ProjectParams.ValidateAndLog: SkipBuildEditor=False
ProjectParams.ValidateAndLog: Cook=True
ProjectParams.ValidateAndLog: Clean=True
ProjectParams.ValidateAndLog: Client=False
ProjectParams.ValidateAndLog: ClientConfigsToBuild=Shipping
ProjectParams.ValidateAndLog: ClientCookedTargets=MageHunter
ProjectParams.ValidateAndLog: ClientTargetPlatform=Android
ProjectParams.ValidateAndLog: Compressed=True
ProjectParams.ValidateAndLog: AdditionalPakOptions=
ProjectParams.ValidateAndLog: CookOnTheFly=False
ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
ProjectParams.ValidateAndLog: UnversionedCookedContent=True
ProjectParams.ValidateAndLog: SkipCookingEditorContent=True
ProjectParams.ValidateAndLog: NumCookersToSpawn=0
ProjectParams.ValidateAndLog: GeneratePatch=False
ProjectParams.ValidateAndLog: AddPatchLevel=False
ProjectParams.ValidateAndLog: StageBaseReleasePaks=False
ProjectParams.ValidateAndLog: GenerateRemaster=False
ProjectParams.ValidateAndLog: DiscVersion=
ProjectParams.ValidateAndLog: CreateReleaseVersion=
ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
ProjectParams.ValidateAndLog: DLCFile=
ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False
ProjectParams.ValidateAndLog: DLCPakPluginFile=False
ProjectParams.ValidateAndLog: DiffCookedContentPath=
ProjectParams.ValidateAndLog: AdditionalCookerOptions=
ProjectParams.ValidateAndLog: DedicatedServer=False
ProjectParams.ValidateAndLog: DirectoriesToCook=
ProjectParams.ValidateAndLog: CulturesToCook=<Not Specified> (Use Defaults)
ProjectParams.ValidateAndLog: EditorTargets=
ProjectParams.ValidateAndLog: Foreign=False
ProjectParams.ValidateAndLog: IsCodeBasedProject=True
ProjectParams.ValidateAndLog: IsProgramTarget=False
ProjectParams.ValidateAndLog: IterativeCooking=False
ProjectParams.ValidateAndLog: IterateSharedCookedBuild=
ProjectParams.ValidateAndLog: IterateSharedBuildUsePrecompiledExe=False
ProjectParams.ValidateAndLog: CookAll=False
ProjectParams.ValidateAndLog: CookPartialGC=False
ProjectParams.ValidateAndLog: CookInEditor=False
ProjectParams.ValidateAndLog: CookMapsOnly=False
ProjectParams.ValidateAndLog: Deploy=False
ProjectParams.ValidateAndLog: IterativeDeploy=False
ProjectParams.ValidateAndLog: FastCook=False
ProjectParams.ValidateAndLog: LogWindow=False
ProjectParams.ValidateAndLog: Manifests=False
ProjectParams.ValidateAndLog: MapToRun=
ProjectParams.ValidateAndLog: NoClient=False
ProjectParams.ValidateAndLog: NumClients=0
ProjectParams.ValidateAndLog: NoDebugInfo=True
ProjectParams.ValidateAndLog: SeparateDebugInfo=False
ProjectParams.ValidateAndLog: MapFile=False
ProjectParams.ValidateAndLog: NoCleanStage=False
ProjectParams.ValidateAndLog: NoXGE=False
ProjectParams.ValidateAndLog: MapsToCook=
ProjectParams.ValidateAndLog: MapIniSectionsToCook=
ProjectParams.ValidateAndLog: Pak=True
ProjectParams.ValidateAndLog: Package=True
ProjectParams.ValidateAndLog: ForcePackageData=False
ProjectParams.ValidateAndLog: NullRHI=False
ProjectParams.ValidateAndLog: FakeClient=False
ProjectParams.ValidateAndLog: EditorTest=False
ProjectParams.ValidateAndLog: RunAutomationTests=False
ProjectParams.ValidateAndLog: RunAutomationTest=
ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
ProjectParams.ValidateAndLog: CrashIndex=0
ProjectParams.ValidateAndLog: ProgramTargets=
ProjectParams.ValidateAndLog: ProjectPlatformBinariesPaths=[Android, C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter\Binaries\Android]
ProjectParams.ValidateAndLog: ProjectExePaths=[Android, C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter\Binaries\Android\MageHunter]
ProjectParams.ValidateAndLog: Distribution=True
ProjectParams.ValidateAndLog: Prebuilt=False
ProjectParams.ValidateAndLog: Prereqs=True
ProjectParams.ValidateAndLog: AppLocalDirectory=$(EngineDir)/Binaries/ThirdParty/AppLocalDependencies
ProjectParams.ValidateAndLog: NoBootstrapExe=False
ProjectParams.ValidateAndLog: RawProjectPath=C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter\MageHunter.uproject
ProjectParams.ValidateAndLog: Run=False
ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
ProjectParams.ValidateAndLog: ServerCookedTargets=
ProjectParams.ValidateAndLog: ServerTargetPlatform=Android
ProjectParams.ValidateAndLog: ShortProjectName=MageHunter
ProjectParams.ValidateAndLog: SignedPak=False
ProjectParams.ValidateAndLog: SignPak=
ProjectParams.ValidateAndLog: SkipCook=False
ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
ProjectParams.ValidateAndLog: SkipPak=False
ProjectParams.ValidateAndLog: PrePak=False
ProjectParams.ValidateAndLog: SkipStage=False
ProjectParams.ValidateAndLog: Stage=True
ProjectParams.ValidateAndLog: bTreatNonShippingBinariesAsDebugFiles=False
ProjectParams.ValidateAndLog: bUseExtraFlavor=False
ProjectParams.ValidateAndLog: NativizeAssets=False
ProjectParams.ValidateAndLog: StageDirectoryParam=
ProjectParams.ValidateAndLog: AdditionalPackageOptions=
ProjectParams.ValidateAndLog: Project Params **************
InternalUtils.SafeFileExists: SafeFileExists C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter\MageHunter.uproject=True
InternalUtils.SafeFileExists: SafeFileExists C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter\MageHunter.uproject=True
InternalUtils.SafeFileExists: SafeFileExists C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter\MageHunter.uproject=True
Project.Build: ********** BUILD COMMAND STARTED **********
UE4Build.Build: ************************* UE4Build:
UE4Build.Build: ************************* UseXGE: False
UE4Build.Build: ************************* UseParallelExecutor: False
InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\UE_4.22\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\UE_4.22\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
CommandUtils.Run: Running: C:\Program Files\Epic Games\UE_4.22\Engine\Binaries\DotNET\UnrealBuildTool.exe MageHunter Android Shipping -Project="C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter\MageHunter.uproject" -Clean -NoHotReload "C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter\MageHunter.uproject" -NoUBTMakefiles  -remoteini="C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter" -skipdeploy -distribution -nobuilduht -log="C:\Users\joshc\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\UBT-MageHunter-Android-Shipping.txt"
ProcessResult.StdOut:   Cleaning MageHunter binaries...
ProcessResult.StdOut:   ERROR: Unhandled exception: System.IO.FileLoadException: Could not load file or assembly 'file:///C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter\Intermediate\Build\BuildRules\MageHunterModuleRules.dll' or one of its dependencies. Operation is not supported. (Exception from HRESULT: 0x80131515)
ProcessResult.StdOut:          File name: 'file:///C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter\Intermediate\Build\BuildRules\MageHunterModuleRules.dll' ---> System.NotSupportedException: An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information.
ProcessResult.StdOut:             at System.Reflection.RuntimeAssembly._nLoad(AssemblyName fileName, String codeBase, Evidence assemblySecurity, RuntimeAssembly locationHint, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks)
ProcessResult.StdOut:             at System.Reflection.RuntimeAssembly.InternalLoadAssemblyName(AssemblyName assemblyRef, Evidence assemblySecurity, RuntimeAssembly reqAssembly, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks)
ProcessResult.StdOut:             at System.Reflection.Assembly.Load(AssemblyName assemblyRef, Evidence assemblySecurity)
ProcessResult.StdOut:             at System.CodeDom.Compiler.CompilerResults.get_CompiledAssembly()
ProcessResult.StdOut:             at UnrealBuildTool.DynamicCompilation.CompileAssembly(FileReference OutputAssemblyPath, HashSet`1 SourceFileNames, List`1 ReferencedAssembies, List`1 PreprocessorDefines, Boolean TreatWarningsAsErrors) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\DynamicCompilation.cs:line 358
ProcessResult.StdOut:             at UnrealBuildTool.DynamicCompilation.CompileAndLoadAssembly(FileReference OutputAssemblyPath, HashSet`1 SourceFileNames, List`1 ReferencedAssembies, List`1 PreprocessorDefines, Boolean DoNotCompile, Boolean TreatWarningsAsErrors) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\DynamicCompilation.cs:line 427
ProcessResult.StdOut:             at UnrealBuildTool.RulesAssembly..ctor(DirectoryReference BaseDir, IReadOnlyList`1 Plugins, List`1 ModuleFiles, List`1 TargetFiles, Dictionary`2 ModuleFileToPluginInfo, FileReference AssemblyFileName, Boolean bContainsEngineModules, Boolean bUseBackwardsCompatibleDefaults, Boolean bReadOnly, Boolean bSkipCompile, RulesAssembly Parent) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 109
ProcessResult.StdOut:             at UnrealBuildTool.RulesCompiler.CreateProjectRulesAssembly(FileReference ProjectFileName, Boolean bUsePrecompiled, Boolean bSkipCompile) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesCompiler.cs:line 488
ProcessResult.StdOut:             at UnrealBuildTool.RulesCompiler.CreateTargetRulesAssembly(FileReference ProjectFile, String TargetName, Boolean bSkipRulesCompile, Boolean bUsePrecompiled, FileReference ForeignPlugin) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesCompiler.cs:line 546
ProcessResult.StdOut:             at UnrealBuildTool.CleanMode.Execute(CommandLineArguments Arguments) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\CleanMode.cs:line 88
ProcessResult.StdOut:             at UnrealBuildTool.UnrealBuildTool.Main(String] ArgumentsArray) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 439
CommandUtils.Run: Took 3.3068385s to run UnrealBuildTool.exe, ExitCode=5
Log.WriteException: ==============================================================================
Log.WriteException: ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\joshc\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\UBT-MageHunter-Android-Shipping.txt)
Log.WriteException:        (see C:\Users\joshc\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\Log.txt for full exception trace)
Log.WriteException: 
Log.WriteException: AutomationException: UnrealBuildTool failed. See log for more details. (C:\Users\joshc\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\UBT-MageHunter-Android-Shipping.txt)
Log.WriteException:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\UBTUtils.cs:line 52
Log.WriteException:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, UnrealTargetPlatform Platform, UnrealTargetConfiguration Config, String AdditionalArgs) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\UBTUtils.cs:line 89
Log.WriteException:    at AutomationTool.UE4Build.CleanWithUBT(String TargetName, UnrealTargetPlatform Platform, UnrealTargetConfiguration Config, FileReference UprojectPath, String InAddArgs) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 186
Log.WriteException:    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InShowProgress, Nullable`1 InChangelistNumberOverride, Dictionary`2 InTargetToManifest) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 1024
Log.WriteException:    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:line 212
Log.WriteException:    at BuildCookRun.DoBuildCookRun(ProjectParams Params) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 208
Log.WriteException:    at BuildCookRun.ExecuteBuild() in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 41
Log.WriteException:    at AutomationTool.BuildCommand.Execute() in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 242
Log.WriteException:    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 541
Log.WriteException:    at AutomationTool.Automation.Process(String] Arguments, StartupTraceListener StartupListener) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 511
Log.WriteException:    at AutomationTool.Program.MainProc(String] Arguments, StartupTraceListener StartupListener) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 162
Log.WriteException:    at AutomationTool.Program.&lt;&gt;c__DisplayClass1_0.&lt;Main&gt;b__2() in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 88
Log.WriteException:    at AutomationTool.InternalUtils.RunSingleInstance(Func`1 Main) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 725
Log.WriteException:    at AutomationTool.Program.Main(String] Arguments) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 88
Log.WriteException: ==============================================================================
Program.Main: AutomationTool exiting with ExitCode=5 (5)



And the Other Log File that’s named after my project.



AndroidPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.AndroidPlatformSDK using manually installed SDK -22
IOSPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.IOSPlatformSDK has no valid SDK
HTML5PlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.HTML5PlatformSDK using manually installed SDK
LinuxPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.LinuxPlatformSDK has no valid SDK
WindowsPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.WindowsPlatformSDK using manually installed SDK
CleanMode.Execute: Cleaning MageHunter binaries...
DynamicCompilation.RequiresCompilation: Compiling C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter\Intermediate\Build\BuildRules\MageHunterModuleRules.dll: Missing source file list (C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter\Intermediate\Build\BuildRules\MageHunterModuleRulesSourceFiles.txt)
UnrealBuildTool.Main: ERROR: Unhandled exception: System.IO.FileLoadException: Could not load file or assembly 'file:///C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter\Intermediate\Build\BuildRules\MageHunterModuleRules.dll' or one of its dependencies. Operation is not supported. (Exception from HRESULT: 0x80131515)
UnrealBuildTool.Main:        File name: 'file:///C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter\Intermediate\Build\BuildRules\MageHunterModuleRules.dll' ---> System.NotSupportedException: An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information.
UnrealBuildTool.Main:           at System.Reflection.RuntimeAssembly._nLoad(AssemblyName fileName, String codeBase, Evidence assemblySecurity, RuntimeAssembly locationHint, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks)
UnrealBuildTool.Main:           at System.Reflection.RuntimeAssembly.InternalLoadAssemblyName(AssemblyName assemblyRef, Evidence assemblySecurity, RuntimeAssembly reqAssembly, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks)
UnrealBuildTool.Main:           at System.Reflection.Assembly.Load(AssemblyName assemblyRef, Evidence assemblySecurity)
UnrealBuildTool.Main:           at System.CodeDom.Compiler.CompilerResults.get_CompiledAssembly()
UnrealBuildTool.Main:           at UnrealBuildTool.DynamicCompilation.CompileAssembly(FileReference OutputAssemblyPath, HashSet`1 SourceFileNames, List`1 ReferencedAssembies, List`1 PreprocessorDefines, Boolean TreatWarningsAsErrors) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\DynamicCompilation.cs:line 358
UnrealBuildTool.Main:           at UnrealBuildTool.DynamicCompilation.CompileAndLoadAssembly(FileReference OutputAssemblyPath, HashSet`1 SourceFileNames, List`1 ReferencedAssembies, List`1 PreprocessorDefines, Boolean DoNotCompile, Boolean TreatWarningsAsErrors) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\DynamicCompilation.cs:line 427
UnrealBuildTool.Main:           at UnrealBuildTool.RulesAssembly..ctor(DirectoryReference BaseDir, IReadOnlyList`1 Plugins, List`1 ModuleFiles, List`1 TargetFiles, Dictionary`2 ModuleFileToPluginInfo, FileReference AssemblyFileName, Boolean bContainsEngineModules, Boolean bUseBackwardsCompatibleDefaults, Boolean bReadOnly, Boolean bSkipCompile, RulesAssembly Parent) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 109
UnrealBuildTool.Main:           at UnrealBuildTool.RulesCompiler.CreateProjectRulesAssembly(FileReference ProjectFileName, Boolean bUsePrecompiled, Boolean bSkipCompile) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesCompiler.cs:line 488
UnrealBuildTool.Main:           at UnrealBuildTool.RulesCompiler.CreateTargetRulesAssembly(FileReference ProjectFile, String TargetName, Boolean bSkipRulesCompile, Boolean bUsePrecompiled, FileReference ForeignPlugin) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesCompiler.cs:line 546
UnrealBuildTool.Main:           at UnrealBuildTool.CleanMode.Execute(CommandLineArguments Arguments) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\CleanMode.cs:line 88
UnrealBuildTool.Main:           at UnrealBuildTool.UnrealBuildTool.Main(String] ArgumentsArray) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 439
UnrealBuildTool.Main: NotSupportedException: An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information.
UnrealBuildTool.Main: Wrapped by FileLoadException: Could not load file or assembly 'file:///C:\Users\joshc\OneDrive\Documents\Unreal Projects\MageHunter\Intermediate\Build\BuildRules\MageHunterModuleRules.dll' or one of its dependencies. Operation is not supported. (Exception from HRESULT: 0x80131515)
UnrealBuildTool.Main:    at System.Reflection.RuntimeAssembly._nLoad(AssemblyName fileName, String codeBase, Evidence assemblySecurity, RuntimeAssembly locationHint, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks)
UnrealBuildTool.Main:    at System.Reflection.RuntimeAssembly.InternalLoadAssemblyName(AssemblyName assemblyRef, Evidence assemblySecurity, RuntimeAssembly reqAssembly, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks)
UnrealBuildTool.Main:    at System.Reflection.Assembly.Load(AssemblyName assemblyRef, Evidence assemblySecurity)
UnrealBuildTool.Main:    at System.CodeDom.Compiler.CompilerResults.get_CompiledAssembly()
UnrealBuildTool.Main:    at UnrealBuildTool.DynamicCompilation.CompileAssembly(FileReference OutputAssemblyPath, HashSet`1 SourceFileNames, List`1 ReferencedAssembies, List`1 PreprocessorDefines, Boolean TreatWarningsAsErrors) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\DynamicCompilation.cs:line 358
UnrealBuildTool.Main:    at UnrealBuildTool.DynamicCompilation.CompileAndLoadAssembly(FileReference OutputAssemblyPath, HashSet`1 SourceFileNames, List`1 ReferencedAssembies, List`1 PreprocessorDefines, Boolean DoNotCompile, Boolean TreatWarningsAsErrors) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\DynamicCompilation.cs:line 427
UnrealBuildTool.Main:    at UnrealBuildTool.RulesAssembly..ctor(DirectoryReference BaseDir, IReadOnlyList`1 Plugins, List`1 ModuleFiles, List`1 TargetFiles, Dictionary`2 ModuleFileToPluginInfo, FileReference AssemblyFileName, Boolean bContainsEngineModules, Boolean bUseBackwardsCompatibleDefaults, Boolean bReadOnly, Boolean bSkipCompile, RulesAssembly Parent) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 109
UnrealBuildTool.Main:    at UnrealBuildTool.RulesCompiler.CreateProjectRulesAssembly(FileReference ProjectFileName, Boolean bUsePrecompiled, Boolean bSkipCompile) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesCompiler.cs:line 488
UnrealBuildTool.Main:    at UnrealBuildTool.RulesCompiler.CreateTargetRulesAssembly(FileReference ProjectFile, String TargetName, Boolean bSkipRulesCompile, Boolean bUsePrecompiled, FileReference ForeignPlugin) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesCompiler.cs:line 546
UnrealBuildTool.Main:    at UnrealBuildTool.CleanMode.Execute(CommandLineArguments Arguments) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\CleanMode.cs:line 88
UnrealBuildTool.Main:    at UnrealBuildTool.UnrealBuildTool.Main(String] ArgumentsArray) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 439
Timeline.Print: Timeline:
Timeline.Print: 
Timeline.Print:  0.000]
Timeline.Print:  0.000](+0.212) <unknown>
Timeline.Print:  0.212](+0.326) XmlConfig.ReadConfigFiles()
Timeline.Print:  0.539](+0.000) SingleInstanceMutex.Acquire()
Timeline.Print:  0.539](+0.330) UEBuildPlatform.RegisterPlatforms()
Timeline.Print:   0.541           0.002](+0.125) Initializing InstalledPlatformInfo
Timeline.Print:   0.667           0.127](+0.000) Querying types
Timeline.Print:   0.672           0.133](+0.009) MacPlatformFactory
Timeline.Print:   0.682           0.143](+0.000) TVOSPlatformFactory
Timeline.Print:   0.683           0.144](+0.113) AndroidPlatformFactory
Timeline.Print:   0.796           0.257](+0.019) IOSPlatformFactory
Timeline.Print:   0.816           0.277](+0.022) HTML5PlatformFactory
Timeline.Print:   0.839           0.299](+0.016) LinuxPlatformFactory
Timeline.Print:   0.855           0.316](+0.001) LuminPlatformFactory
Timeline.Print:   0.857           0.318](+0.011) WindowsPlatformFactory
Timeline.Print:  0.869](+0.525) <unknown>
Timeline.Print:  1.394](+0.523) Finding engine modules
Timeline.Print:  1.917](+0.292) Finding plugin modules
Timeline.Print:  2.210](+0.099) <unknown>
Timeline.Print:  2.310](+0.026) Finding program modules
Timeline.Print:  2.337](+0.021) Finding program targets
Timeline.Print:  2.373](+0.571) Compiling rules assembly (MageHunterModuleRules.dll)
Timeline.Print:  2.944](+0.043) <unknown>
Timeline.Print:  2.988](+0.002) FileMetadataPrefetch.Stop()
Timeline.Print:  2.998]


I was able to correct the issue I go into the project file and marking it as read only and then turning it back.

cuz of all the moving around I done it I noticed an error and cancel the packaging which caused the return of the error.
The same steps fixed it again.

And I recall my last action had been to cancel it packaging.
It appears that canceling at the wrong time or some other unknown error may cause the automation tools and not properly release the. Dll file back to a rideable state

maybe this help https://answers.unrealengine.com/questions/598946/failing-to-generate-project-files-c.html

I’d tried that.

Ultimately I had to rename the “Unreal Projects” to “UnrealProjects”
After years of using folder it created suddenly it was a problem!