I am unable to create a package for windows. My computer user name is ok; did a repair install on Visual Studio, tried cooking for windows, tried packaging as development and shipping; all failed. There is a message in the log stating my machine does not have a compatible compiler. ???
I have attached my error logs. I appreciate any and all help.
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: Exception in AutomationUtils.Automation: You are attempting to compile on a machine that does not have a supported compiler!
That is the message I am seeing in the log. Do you have Visual Studio 2015 installed, including the required C++ content?
Have a great day
Thank you Sean,
I downloaded the Visual c++ 2015 Update 2 Bug Fixes from Visual Studio today. Packaging for Windows 64bit (using Windows 7); It didn’t fail immediately as before, but still failed. I’ve attached the latest output error log. Frankly I’m at a loss. Thanks for your help.link text
I’ve looked at the log, and I’m seeing a lot of errors of this type:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.27-16.59.04:547][ 0]LogLinker:Warning: Can’t find file ‘/Game/Trees/GrassyPlants/DryGrassClump_Fronds_Mat’
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.27-16.59.04:548][ 0]LogUObjectGlobals:Warning: Failed to load ‘/Game/Trees/GrassyPlants/DryGrassClump_Fronds_Mat’: Can’t find file
Have you deleted many assets from your project? If so, it might be worth it to right-click on the content folder in the Content Browser and select the Fix Up Redirectors option before attempting to package the game, as well as ensure that there are no remaining references to these assets in your project.
Thanks, I’ll try that and let you know. This is a group project, so I would do this with each person’s content folder, correct? Also, what is the best way to ensure there are no remaining references to deleted assets?
If you do it with the main folder, which is typically the content folder, it should take care of any sub folders.
That could be a bit tedious, but you could go into blueprints and ensure that there are no unused variables and things of that nature that still reference assets that no longer exist in the content browser.