Packaging crashing

I have problems with packaging, please help.

MainFrameActions: Packaging (Windows (32-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe=False
MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: XGE was requested, but is unavailable, so we won’t use it.
MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* UE4Build:
MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* ForceMonolithic: False
MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* ForceNonUnity:False
MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* ForceDebugInfo: False
MainFrameActions: Packaging (Windows (32-bit)): UE4Build.Build: ************************* UseXGE: False
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject Win32 Development -clean E:\Unreal\MyProject\MyProject.uproject -nobuilduht -rocket -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 1,4500829s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile E:\Unreal\MyProject\Intermediate\Build\Manifest.xml
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject Win32 Development E:\Unreal\MyProject\MyProject.uproject -noxge -generatemanifest -rocket -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 1,0950626s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists E:\Unreal\MyProject\Intermediate\Build\Manifest.xml=True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeCopyFile: SafeCopyFile E:\Unreal\MyProject\Intermediate\Build\Manifest.xml C:\Users\mco\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UBTManifest.0.xml
MainFrameActions: Packaging (Windows (32-bit)): UE4Build.PrepareManifest: Copied UBT manifest to C:\Users\mco\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.8\UBTManifest.0.xml
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile E:\Unreal\MyProject\Binaries\Win32\MyProject.exe
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile E:\Unreal\MyProject\Binaries\Win32\MyProject.pdb
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeDeleteFile: SafeDeleteFile E:\Unreal\MyProject\Build\Receipts\MyProject-Win32-Development.target.xml
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (32-bit)): InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject Win32 Development E:\Unreal\MyProject\MyProject.uproject -noxge -rocket -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: Performing 3 actions (6 in parallel)
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: PCH.UELinkerFixupsName.h.cpp
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: UELinkerFixups.cpp
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: [3/3] Link MyProject.exe
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: LINK : fatal error LNK1181: cannot open input file ‘C:\Program Files\Epic Games\4.8\Engine\Intermediate\Build\Win32\UE4\Development\Launch\PCLaunch.rc.res’
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: E:\Unreal\MyProject\Binaries\Win32\MyProject.exe
MainFrameActions: Packaging (Windows (32-bit)): UnrealBuildTool: Total build time: 4,96 seconds
MainFrameActions: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 5,0852908s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (32-bit)): ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:5): C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject Win32 Development E:\Unreal\MyProject\MyProject.uproject -noxge -rocket -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (32-bit)): -ignorejunk. See logfile for details: ‘UnrealBuildTool.txt’
MainFrameActions: Packaging (Windows (32-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: Exception in AutomationTool: Command failed (Result:5): C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject Win32 Development E:\Unreal\MyProject\MyProject.uproject -noxge -rocket -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (32-bit)): -ignorejunk. See logfile for details: ‘UnrealBuildTool.txt’
MainFrameActions: Packaging (Windows (32-bit)): Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity, Dictionary2 PlatformEnvVars) MainFrameActions: Packaging (Windows (32-bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) MainFrameActions: Packaging (Windows (32-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Packaging (Windows (32-bit)): at BuildCommand.Execute() MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
MainFrameActions: Packaging (Windows (32-bit)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: Command failed (Result:5): C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject Win32 Development E:\Unreal\MyProject\MyProject.uproject -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for
MainFrameActions: Packaging (Windows (32-bit)): details: ‘UnrealBuildTool.txt’
MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=5
MainFrameActions: Packaging (Windows (32-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (32-bit)): copying UAT log files…
MainFrameActions: Packaging (Windows (32-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (32-bit)): BUILD FAILED
LogFileHelpers: Editor autosave (incl. sublevels) for ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap’ took 0.056

http://i.imgur.com/fCSazne.png

[Link][2]

This is me last 4 hours, please help!

This is me last 4 hours, please help!

Hey Iasseman3,

Could you please upload your packaging logs as a .txt file to your next reply? Could you also tell me exactly how you’re packaging your game. If you’re using UFE, could you please screenshot those settings and upload those files for me as well? I’d also suggest trying to package a blank template with the same exact settings to ensure it’s simply your project.

Thank you and have a nice day!

Hi Samntha, and thank you for replying to my message.
To answer some of your questions, I have tried every different setting there is (when packaging). I have even tried to re-install Visual and UE4, but nothing helps.

Here is [screenshot][1] of the settings I am using, and I am attaching logfile as requested.
Thanks in advance

47158-package+log.txt (46 KB)

PS: I am trying to package third player shooter project that has not been modified.

Hey Iasseman3,

I have successfully packaged in both blueprint and c++ projects for Windows 32-bit shipping. Have you tried packaging a blank template without any starter content with the same packaging settings? If so, did it successfully work for you? Keep in mind that if your project is blueprint, you’d want to use a blueprint blank project and if it’s code/c++, you’d want to use a blank code version.

Looking forward to hearing back from you, thanks!

Just tried to package a blank template without any starter content, same result. Here is the log file:
link text

Have you tried compiling Win32 UE4Game Shipping in Visual Studio?

Josh

Reinstalled everything again (3rd time), works now. Thanks for your time, and your help.

Thanks for this idea! I have the same problem…

I know why it didn’t work! It is allredy packaged… you can make right click and lounch… it is ready xD